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Full text of "Computer Games - Vol 3 No 4 (1984-12)(Carnegie Publications)(US)"

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MicroFun, MicroLab.Thc Hei$t, DinoE^gs. Death in the Canbbean. Crisis Bantam. Short C^tirUii and Station 
5 are r^Btf red trademarks oJ MicroLab. !nc Miner 2049er and Scraper Caper att rtgisiered traftmarks ot fiis Five 
Software and are licenMd m conjunction with CompuVid. Boulder Dash is a rtgitiatti trademark oMnd is licenced From 
First Star Software, Ine Apple. IBM. Coleco, Commodore 64 and Atari are registend'tradrmarkssI-AiftjIe Computer, Inc.,, 
IBM Corp., Coleco Industries, Inc„Comfnodore Electronic* Ltd, and Atari. Inc.. respeciivelj. _- ' 




If jumping out of the frying pan Into the fire 
'^^ is your idea of fun, MicroFun® has some of the 

hottest challenges to your skill. 

These games are dynamite. And we've got 
the awards to prove that they give you the 
bluest bang for your buck: 

The Heisf^" won the 1984 Outstanding 
Software award from Creative Computing. 

Boulder Dash^"' won the Showcase Award at the 
1984 Consumer Electronic Show. 

Miner 2049er''"" won the 
1983 Game of the Year award 
from Electronic Games. And 
now Bounty Bob is back for 
more heart-pounding adventures 

You need nerves of steel. A steady 
hand. And fast responses. Or they'll 
blow you away. 

That's the MicroFun® trademark: more 
fun than you can shake a joy stick at. 

Find out whether you are one of the chosen 
few who can make it to the highest levels of 
success. Challenge one of the popular new 
MicroFun® games — today. 

You'll really have a blast. 

■• ^ 


;1 ^^*^ — r» 

games are available for all Apple II's, 

Most are also for Commodore 64 • Coleco • IBM • Atari 


.the fun goes on forever 

269'.) ^J.oKie Valley R.^ad. Hiuhlaiul Park, IL 60035 • (312) 433-7550 ^' 




By Shay Addams 





By Abigait Reifsnyder 

t*iAixtti j Fear and loading on the campaign 
By Steve Bloom trail 

Daring new computer games from 
the man who brought you Star 



Dial (212) 581-8267 for the latest 
gaming news 


The 7800, a bold bid for the 

By Frank Lovece 

A behind-the-screens look 

By Bob Guerro 

Games for the brainy 

Cover artwork used with permission of Lucaarilm Ltd. 1BS4 Lucasfllm Ltd. All Rights Reserved. 



By Bob Guerra 

We put you in a killer situation 


By Bob Guerra 

How to beat the stuffings out of 
Space Ace and Zaxxon (home 





The latest in educational gaming. 


By Michael Bionchet 

Ft. Apocalypse vs. ChopMer; Solo 
Flight vs. Flight Simulator 11 

By Dan Gutman 

Meet the designer of Snooper 
Troops and Eun for the Money 




By Shay Addams and Dan Gutman 


All the latest translations of hit 
games for new machines. 





Senior Vice President 
Finance & Administration 




Managing Editor 


Art and Design 


Contributing Editors 






Director of Manufacturing 

Production Manager 


Production Assistants 


Circulation Director 


Newsstand Sales Manager 


Assist. Newsstand Soles Manager 


Advertising Director 


Account Executive 


Office Manager 


Assistant Accounting Manager 


Administrative Assistant 


ArlvenWn«.Salej»:(212)541-71(Hie>;i 2:1 
Compuler Gomel, Vol. 3 No. *, Novomber/DecBmbBf 
1984. Compular Gamat ii publiiKed 6 timet o y«cr by 
CarnegiB Publkotioni Corp., 888 Seventh Avenu», 
New York, New York 10106. Subicriptionc U.S., U.S. 
poiieiiloni. APO-FPO: $11.95 far imiiiuei. Conado: 
$ti.95 For 6 iisjet. Foreign: S1£.95 lor lix iituai. 
Single copies S3. 00 For U.S.. S3. SO for Conoda and 
Foreign, No motsrial may be reprinlsd withour written 
permiiiion oF ihe publilher. EnMre conrentt © copy- 
right 1964 by Carnegie Publjcationi Carp, All righti 
fOKrved. Printed in the U.S.A. 




Thanks for all the publicity 
you 've given to Blue Max and to 
me in recent issues, I especially 
appreciate the accuracy of the 
article on beating Blue Max 
(June 1984). I've seen so many 
reviews of games in which I 
believe all the author did was 
play the game twice and 
paraphrase the Instruction 

Another hint for the Atari 
version of Blue Max: When 
landing, move the plane to the 
bottom of the screen and touch 
down about one hangar's length 
before the hangar, so that the 
plane comes to a complete stop 
on the runway near the end of 
the hangar. Notice that the end 
of the runway will be on the 
screen, or almost on the screen. 
When this is the case, no enemy 
plane will appear to bomb you! 
Be sure not to touch down much 
later, or there will not be 
enough room left for takeoff. 

Bob • 'Blue Max" Poiin 


I wish someone would 
encourage manufacturers not to 
release substandard cartridge.s. 
If they can't come up with a 
good version of a game for a 
given system, they shouldn't 
bother. TWo examples where I 
felt 1 got burned-yiierr for 
the 520(1 (though there were 
excellent versions for both Col- 
ecoVision and C-64) and Cen- 
tipede for the C-64 (yet the 5200 
version is veiy good), It would 
be nice if guys like you with the 
slick magazines would call it 
like it is and alert readers, The 
manufacturers actually get 
burned mure when you guys 
don't call a bad game bad. 1 
have since thought twice about 
buying other Parker Brothers 
and Atarisoft games — and 
didn't make purchases 1 might 
have otherwise made. 

Joseph Fela 

A disk drive detective's delight— and dilemma. 


In Infocom's Deadline. 1 got 
to the upstairs closet and it 
seemed suspicious, so [ knocked 
on the walis and the back wall 
had an unusual hollow sound to 
it. Is there anything important 
in there, and if so how do I get 
to it? 

David Misner 

Yes, there is something 
important in there. We won't 
give it all away, but there is a 
hidden room, and the entrance 
is not located in thecloset. (Fol- 
low one of tlw suspects.) 


1 recently called your Hotline 
number and at the end I heard 
people talking, then I heard 
"15," then some sound effects 
and some guys saying some- 
thing about "press the start 
button" and then "5" and then 
something about some contest. 
What's going on? 

Chris Coleman 

Here's another clue for you 
all. You'll have to play that 
backwards and steam the cover 
off the magazine to find out who 
buried Paul. 


I just have two questions. 
First, why doesn't some com- 
pany put out a laserdisc game 
based on the old TV show Bat- 
tlestar Galactical Second, who, 
if anyone, will purchase the 
home rights to KrulH Thank 

Mark Hensen 

1 , We don 't know. 2. A tari. 

excellent and informative. All 
this put into consideration, I 
was angered at the terrible, 
misleading and offensive pic- 
ture of the Adam computer in 
your June 1984 issue. I feel It's 
a terrible insult to a truly excel- 
lent machine. 

Name withheld 


You said the minimum score 
potential for Dragon 's Lair was 
300,000. Well in my opinion 
you couldn't score 100,000 with 
those tips. I have found many 
mistakes in your article. Here 
are the real solutions . . . 

Falling Rocks— Push right 

Skulls & Skeletons-?nsh. 
forward, hit sword, push 
forward, hit sword and push 
left out the door, then hit sword 
to kill the Crypt Creeps. 

Lizard King— Push left, then 
a series of rights, then go 
forward and keep pushing 

Lava People— P\ish sword, 
when he puts it in the sheath 
push forward, forward, right, 
and all the rest of the moves are 

Giddy Goons— Sword, right, 
sword, forward. 

Sna/ces — Sword, sword, 

Flying Worses-Right, left, 
right, left, right, left three 
times. The mirror image is the 

Bats on Steps— Sword, left, 
left, sword, left. 

This should save a lot of folks 
a lot of quarters. 

Scott King 


I am a subscriber to Computer 
Games and 1 find your format of 
news, clues and reviews to be 

Got a question? Got a gripe? 
Just want a Haifa million peo- 
ple to see your name in print? 
Punch your initials in here, 
partner, and write: Letters to 
the Editor, Computer Games, 
888 7th Ave., New York, NY 



Meet the Alienators. A fiend- 
ish bunch who've planted bombs 
throughout your Jupiter Command 

Your job? Use your hghtning 
speed to scale ladders, scurry 
across girders, climb ropes and race 
through 30 levels to defuse the bombs before they go off. 

That's the kind of hot. non-stop action we've 
packed into the award-winning* best -selling JumpmanT 
and intojumpman Jr.'our new cartridge version with 
12 all-new, different and exciting screens. 

Both games force you to make tough choices. 
Should you avoid Uiat Alienator, climb to the top 

"1983 CE.S, award winner. 

and iry tn work your way down, or try to hurdle 
him and defuse the bombs closest to you 
before they go off? 

If you move fast you'll earn extra lives. 
But if you're not careful, it's a long way down. 
Sojump toit. And find out why jumpman 
and Jumpman Jr. are on a level all their own. 

One to four players: 8 speeds: joystick 
amirol. jumpman has 30 screens. JutnpmattjK 
has 12 screens. 

snuaiGf GunESFoitJHiMcno9i-Gmi PurtiL 

Penguin Scores Again! 










Arcade Boot Camp 

Expedition Amazon — A fantasy role-playing game with a sense 
of humor. Guide your own expedition from Nihil, Texas to 
Pedro's Trading Post and through the jungles of Peru in 
search of priceless treasures and the fabled lost city of Ka! 

Arcade Boot Camp — Tired of getting 30 seconds of arcade play for your quarter? Face 
forward, Civilian, and march over to your dealer for this one. Train in five areas vital to 
arcade skills: Driving, Chopper Flying, Shooting, Jumping & Ducking, and Obstacle Course. 

Xyphus — Explore the Lost Continent of Arroya as you develop a band of warriors and 
spellcasters in preparation for the final confrontation with Xyphus, Lord of Demons! 
This fantasy role-playing game features four-player independent movement and six sep- 
arate scenarios, each set in a different region with different types of creatures, weapons, 
and spells. A true breakthrough in its genre, Xyphus is destined to become a classic. 

penguin software 

™ 830 Fourth Ave. 
P.O. Box 311 
Geneva, IL 60134 

the graphics people (3 1 2) 232- 1 984 

Expedition Amazon. Arcade Boot Camp, Xyptiuj, and PenguinSofLwafcareuademorkt of Penguin Software. Inc, 




You asked for it— Pac-Man 
Pasta, coming soon to your 
grocer's freezer from Chef 
fioyardee ... It looks like The 
Sente Solution was to start a 
company and sell it to Bally 
Midway before any games hit 
the street. Actually, Sente's 
second game, Snack Attack, 
was spotted before the company 
was sold. Incidentally, there is 
no truth to the rumor that Pizza 
Time Theater was planning to 
go into electronic delivery of 
pizzas before they went 
bankrupt. . .You know the 
curvaceous legs on the 
packaging of Spinnaker's 
Aerobics program? They 
belong to Sue Currier, 
president of Softsyne! Sue used 
to be a fashion model . , . Micro 
Lab has paid a whopping $1.3 
million for the rights to make 
First Star's hit Boulder Dash 
for the Commodore 64 , 
Adam/ColecoVision, Apple and 
PCjr. Micro L^ is also starting a 
new hardware line, but 
they're not saying what they're 
working on . . . Wizardry has 
been translated into French 
and is topping the charts in 
Frogland. Designer Robert 
Woodhead has been in Europe, 
helping with the German 
translation ... A joke from 
Apple founder Steve Wozniak 
— "I asked President Reagan 
what he thought of the PCjr and 
he said he was against 
abortions" . . .Commodore 
has inked a deal with Marvel 
comics to develop a series of 
games based on Marvel 
characters like The Hulk and 
The Human Torch . . . Entech 
will award $1,000 to the person 
who writes the best original 
song with their Studio 64 music 
program. Tb get an entry blank, 
write Computer Song Writing 
Contest, P.O. Box 881, Sun 
Valley, CA 91353. You might 
also ask them about their Game 
Designer 64, which lets you 
create your own games... 

Atari recently laid off Eastern 
Front designer Chris 
Crawford, and their chief 
scientist Alan Kay quit, telling 
The New York Times, "Last 
year was like a war." But Mike 
Hally is still there. He created 
the smash hits Star Wars and 
Firefox and the bomb 
Gravitar. Meanwhile, Atari 
has picked up the licenses for 
the arcade game Zookeeper 
and Steven Spielberg's 
Gremlins. . .Did you know 
that Crystal Castles was 

Spedravideo is one of the 
first casualties of the wild 
and crazy home computer 
business. Clint hstwood 
contributed the voice 
synthesis for Atari ^s first 
laser game, Firefox. Ocean 
Quest (left) is one of the 
colorful new science 
programs developed by 

supposed to be a variation on 
Asteroids, and the original 
title was Toporoids? Did you 
know that Infocom's 
Starcross was originally titled 
A Gift From Space? Here are a 
few other Infocom games and 
their original names: Deadline 
-Was It Murder? Planetfall- 
Sole Survivor. Infidel- 
Pyramid .. .Epyx president 
Michael Katz has opened up a 
store in San Francisco that sells 
Cabbage Patch dolls! Mike 
probably gets a good deal on 
them— he used to work for 
Coleco. . .Speaking of which, 
we understand Coleco prez 
Arnold Greenburg has our 
Cabbage Patchjr poster on the 
wall in his office ... Williams 
Electronics was not purchased 
by Bally Midway, as was 

reported in these pages. We 
jumped the gun on that one . . . 
Guess who's getting into 
software? Ex-acid-head Tim 
Leary! Leary promises 
programs that will 
"revolutionize the way people 
think." Far out! l\}m on, tune 
in, boot up!... The Gillette 
Company recently acquired 
40% of Datasoft. No word on 
when they'll be packing a free 
Good News razor in with their 
games... Will Harvey, who 
designed Music Construction 
Set for Electronic Arts, 
graduated from Uplands Senior 
High in Foster City, CA, in 
June. He was president of the 
student body. ..Will AtariLab 
still be called AtariLab once 
they release it for Apple and 
Commodore 64? Could be 
confusing, Atari plans 20 
applications for the science 
module, including the 
measurement of nuclear 
radiation. Keep an eye out for 
a complete line of science 
software from HES . . . 
Spectravideo has pulled out of 
the computer business, as if 
anybody cares. . .Mattel is 
back in the computer business! 
They've licensed Barbie, Hot 
Wheels and G.I. Joe for 
computer programs to Epyx . . . 
Parker Brothers is starting to 
release their disks with Apple II 
games on one side and the IBM 
PCjr version on the other . . . Our 
contact al Access C'Beach- 
Head") Software is named 
Margery Nerdin. We kid you 
not. . . There's a new game out 
for executives who want to 
sneak one in while they're at 
work. It's called Forbidden 
Quest, and when you hit one 
key, a financial spreadsheet 
appears on the screen. It 
doesn't do anything, but it 
comes in handy if the boss 
walks in ... Personally, we're 
still waiting for the 
Hewlett-Packard Lickscreen 
...That's ail. folks! 



Atari's 1027 letter-quality printer is 
fine for many purposes, but a 
more rugged machine's necessary if 
you'vegot alot of work in mind. 
Unfortunately, you can't just plug in a 
third-party printer and prevs a button- 
as with everything else in the world of 
computers, the proper inteilace is 
required. That's why you might consider 
the Ape-Face, which permits the use of 
Epson, Okidata, Centronics and other 
parallel printei-s. The 48P model works 
with 400 and 800 Ataris, and the XLP is 
for the new XL line. Available for S89.95 
from Digital Devices (404-872-4430), 
both interfaces are guaranteed with the 
"Ape's Stomp of Approval" and are 
compatible with all Atari hardware and 


Smith Corona's TP-I opened the 
gates for the now nase-high flood 
of under-$i,000 letter-quality printers, 
but their TP-Il and TP-ll-h vanished 
from sight nearly overnight. Finally, the 
definitive version has been released, an 
enhanced version of the TP-lI-i-— now 
known as the L-IOOO. It boasts 
bidirectional printing, dual ports (RS232 
and parallel), a self- test option , 
automatic underlining and carnage 
return, ac^ustable baud, parity and 
character length settings, and 
programmable margins. The 
fiTO-character buffer comes in handy, 
and it's easy to change the printwheels 
and ribbon cassettes. The L-IOOO is much 
quieter than your average electric 
typewriter, a significant improvement 
over its ance.stor, the machine-gunning 
TP-I, But it does take its time, with a top 
print speed of 12 characlei-s per second. 
The S545 HOOO can be outfitted with an 
optional tractor feed attachment that 
goes for $149. 


How many times has this happened to you? In the middle of a furious game of 
Defender, you get so worked up that a wave of sweat rolls down your arms and 
short-circuits the joystick. (That's how we lost our founding editor, Nolan Shrubnell, 
who was electrocuted while playing 2or/£// on an ungrounded computer.) L'nlessyou 
want to get french-fried, or have your joystick go dead just as an alien saucer's 
bearing down on your ship, you'd better strap a "Computer Jock" sweatband around 
each wrist. This must-have safety device doubles as a watch and triples as a wallet 
(for any money you have left over from your last trip to Software City). Hey, it's only 
S12.95 (plus S2.00 shipping and handling) from Sweet Gum, Inc., 15490, N.W. 7th 
Ave, , Miami, FL 33169. Or call 1-800-237-9338. 


How you can get a t-shirt that only 
your computer— and a few 
machine language programmers— can 
understand. And if you're not computer 
literate enough to comprehend its 
message, you can always opt for the one 
that sums up exactly how the Computer 
Games staff feels most of the time . Both 
are available in red, blue, yellow, pink, 
white and beige, and in sizes small 
through extra-large. They're S10.95 
each or $20.95 for two, and S2.25 
shipping and handling per shirt. Micro 
Goodies, 609-874-4328 


For shoot- 'em-ups that require 
jetting from one side of the screen 
to the other as quickly as possible, you 
can't beat the Competition Pro. The pair 
of huge, hard-to-miss fire buttons are 
handy for lefties as well as right-handed 
alien killers, and even Mr. T would have 
trouble breaking the stick 's solid steel 
shaft. Shown here, the new Pro 5000 
model interfaces between the Atari 5200 
console and the original joystick , 
allowing full use of the keypad for game 
selection, pause and reset features. Coin 
Controls sells it for. S24.95. 


^k s your system expands, the 
^% number of power cords multiplies 
faster than you can say IBM-compatible 
—till some dark night when they snake 
out and wrap around your throat like a 
gang of slimey tentacles. Unless you plug 
them into a four-outlet power strip like 
the Micro Saver, whose special cable 
support guide keeps them all neatly in 

And with built-in line noise filtering 
and surge suppression, thus unit also 
protects your system from sudden shifts 
in electrical current— which could crash 
your program or even damage chips 
inside the computer. The nine-foot cord 
and one-year warranty make 
Kensington's Micro Saver an attractive 
value at S69. 95. 




Beamrider, H.E.R.O., Pitfall, 
Zenji, Toy Bizzare (C-64). 
Decathlon (AT, C-64). On Court 
Tennis, On Field Football (AT, 
C-64) Explorer, Wonderbolt, 
Camp Clean-up (C-64, COL, 
AT). The Activision Pencil (C- 


Final Legacy (AT, 5200). 
Zookeeper (2600). This is 
Ground Control, Through the 
Starbridge, Peek-A-Boo, Letter 
Tlitor, Word TYitor (AT). Yaacov 
Agam's Interactive Painting, 
Find It, The ABC of CPR, 
Wheeler-Dealer, Simulated 
Computer, Tfelly 1\irtle, (AP, AT, 
PC, C-64). Gremlins, TVack and 
Field, Mario Brothers, Donkey 
Kong, JR. (AP, C-64, PC), Typo 
Attack(AP, C-64, PCjr, VIC). 
Crystal Castles (AP, C-64, PC, 
VIC). Centipede, Donky Kong, 
Moon Patrol, Pac-Man Qr). 


Wings out of Shadow (AT, AP, 
PC). Berserker Raids (AP, AT. 
C-64, PC). The Electric Dragon, 
Snake, Starclash II . 


Championship Lode Runner 
(AP, C-64). Raid on Bungeling 
Bay, Castles of Dr. Creep (C-64). 
Stealth, Spelunker, Whistler's 
Brother (AT, C-64). Captain 
Goodnight and the Islands of 
Fear, Mercy Birds, Bank St. 
Filer, Bank St. Mailer, Dazzle 
Draw, Where in the World is 
Carmen SanDiego? (AP). 


Math Mileage, Astro-Grover, 
Big Bird's Funhouse, Sesame 
Street Letter-Go-Round, The 
House that Jill Built, Key to 
Responsible Driving, Adventure 
Master, Pathwords, Forecast, T- 
Rex, The Honey Factory 

T^rzan, War Games, Cabbage 
Patch Adventures in the Park , 
Fortune Builder. Dr. Seuss Fix- 
up the Mix-up Builder (Adam, 
AP, AT, C-64). 


Ankh, Mychess II (AP, AT, C- 
64). Earthly Delights (AP, PC, 
jr). Jet Boot Jack, Mabel's Man- 
sion, Polar Pierre (AT, C-64). 


Juno First. Mancopter, Meri- 
dian III (AT, AP, C-64, PC. jr). 
Bruce Lee (AP, C-64, PC, jr). 
Dallas (AT, AP, PC, jr). Zaxxon 
(AP lie) . Lost Tamb ( AP, PC , jr) . 


Hot Wheels, G,I. Joe, Barbie. 
Breakdance, Robots of Dawn. 


Romper Room's I Love My 
Alphabet (AT, AP, C-64). Spy 
vs.Spy(AP.C-64). U.S. Adven- 
ture (AT, AP, C-64, PC). 


Cutthroat (most computers) 


TVack & Field 1 . TVack & Field 2. 


Frogger II: Threedeep!, Mr. 
Do's Castle, Montezuma's 
Revenge, (AT, 2600, 5200, C- 
64, COL). 


Xyphus (AP, C-64, PC, MAC). 
Pensate, Coveted Mirror, The 
Quest (MAC). 


Car Wars, Ogre 

Hideous Bill and the Go-Giants, 
Space Ambush, Falcon Patrol, 
Escape, Timegate, Garbage 
Gobbler, Fred. 

Operation: Frog, Microzine #4, 
5 and 6, Math Man. Quations. 


Cosmic Balance (C-64). Objec- 
tive Kursk (AP, AT). 50 Mission 
Crush(AP, AT, C-64). 


Lifespan, SETI (AP, AT, C-64, 


Enigma, Mindwheels 

VCS = Atari VCS, IN = lnt«ll;viiion, 
5200 = Atari 5200, AT = ArQri Homo 
compurers, COl = Coleeo Vision, 
VIC = Commodt>re VIC-20, 64 = Com. 
modore 64, AP = Apple II, TRS = Ra- 
dio Shack TRS-80, Tl = Toxas Instru- 
ments Tl 99/4A, VEC = V8ctrox. 
PC = IBM PC,MAC = Mocinto»h. 



FIREFOX: 376,052 

by Steve Harris 

SPY HUNTER: 346,890 


TRACK & FIELD: 96,850 

by Chris Holder 

PUNCH OUT: 1,453,630 

by Yasuhiro Oda 

Space ACE: 770,866 

by Yasuhiro Oda 

Star WARS: 300,007,866 

by Robert Mruczek 

Discs Of Tron: 370,900 

by Scott Starchfield 

Our thanks Ut Walwr Day and (he TWin Galaxiw Iniemsliolial Scnretward tot Ihe hJRii sf.ires, lu BiltUuirtl mn^fime for Ihe videu games list, which is ■& laSJ by Bilibo»nJ PubliCilioiw. Inr.. compiled by the Billboard Beseurh 
Departmert and reprinted with permission 


1. FuGHT Simulator n 



3. SARGONIIl(Hayden) 

4. UUHMA in (Origin) 

5. Zaxxon (Datssoft) 

6. SUMMER Games (Epyx) 

7. Wizardry (Sir-ibch) 

8. ZORKI(Infocom) 

9. TRANSYLVANIA (Penguin) 



1. Pitfall n (Activision) 

2. Centipede (Atari) 

3. WAIiGAMES(Coleco) 

4. Q' BERT (Parker) 



7. POPEYE (Parker) 

8. Kangaroo (Atsiri) 

9. Defender (Atari) 

10. decathlon (Activision) 


1. PUNCH Out (Nintendo) 

2. Spy Hunter (Bally) 

3. Vs. Tennis (Nintendo) 

4. Track & Field 



6. M.A.C.H.3(Mylstar) 


8. Star WARS(Atari) 

9. FlREFOX(Atari) 
10. TIME PILOT '84 

(Konanu/Cen turi) 





,^ coast- HBSi^ 






Bally's Funwov Freewav 
Baliys Fuse Box 
Bally s Pac-Man Paloce 
FliDper FlopperFunCo 
Electronic Corrol 

The Hifleoui 
Baliys Aladdin sCoslie 
Bollys Carousel USA 
Bally sEleclronics 101 
Bally sGreal Escape 

Bollys Red Boron 
Bollys Time Zone 
Bollys Go mes-R-Fun 
Bolly's Pin Ron Alley 

Bolly's LeMons Family Fun Center 


Visit us at the New Orleans 1984 World s Fair, Fulton St Market 






This is Dr. Maurice K. Byte 
(alias "Maury The K"), 
author of that hot new book 
—How 7b Make Love To Your 
Computer (Pocket Books). 
Dr. Byte, in addition to writ- 
ing his other well known 
self-help hooks {The Byte 
Report and I'm OK, You're 
SK) is a puiTeyor of hardcore 
software and adult program- 
ming aids. The new book, he 
claims, was based on count- 
less minutes of laboratory 
research and "contains 
more chapters than The Joy 
of Sex r 

Byte's work centers on 
the forbidden attraction 
between man and machine. 

lAggs^usBo^ r 

Topics covered — Wanda 
Whips Wordstar, Premature 
Programming, inflatable 
love computers, genuine 
imitation sheepskin anti- 
static mats, compu- 
tererotica, ribbed diskettes 
and erotic habydoll dust- 
covers for your computer. 
The book is a riot, even if 
you- don't know your Apple 
from your Wang. 

Hr - - 

I1B1!H1 41 



f - 

1 Ql Qi fil 



^ %^-K^^ 


HU/- ^^^EiTTlVx 

t " 


First Star Software has 
acquired the license to 
create computer games 
based on the popular Mad 
Magazine cartoon strip "Spy 
Vs. Spy." The strip was 
created 20 years ago by 
Antonio Prohias, who was a 
political cartoonist in Cuba 



Dragon's /ofV-style 
games have finally 
made it into the home, 
with the first ond only 
interoctive videodisc 
gaming system. Halcyon 
IS mode by Rick Dyer's 
RDI Video Systems, 
which developed the 
technology that made 
Don Bluth's smash 
arcade game possible. It 
features voice synthesis 
and recognition, so you 
can speak your com- 
mands OS you plav out 
one of the five oaven- 
tures that con be played 
only on the Halcyon. 
Four of the games are 
animated, while The 
$ftrit of Whiftier Man- 
sioHi shown here, was 
shot on film and mokes 
you feel like you're 
inside a real fiorror 

until Castro seized power. 
Mad's "Spy Vs. Spy" books 
have sold more than two mil- 
lion copies over the years. In 
the cartoon strip and in the 
game. The \\Tiite Spy and 
The Black Spy spend a lot of 
time blowing each other up 
and playing similar amusing 
tricks on each other. 
Designer Mike Riedel is pro- 
gramming the one- or two- 
player game for First Star, 
and it will be available this 
month for Apple, Commo- 
dore 64, IBM and Atari com- 

First Star will also be mak- 
ing games out of the chil- 
dren's TV show. Romper 
Room . 



Several readers hove informed us that the laser 
game Cliff Hanger uses footage from a popular 
Japanese rartoon colled "Lupin." The character of 
Arsene lupin was created by French novelist Maurice 
LeBlanc at the beginning of this century. Japanese 
writer/artist Monkey Punch (Kozuhiko Koto) resur- 
rected Lupin's grandson, Lupm the 3rd, in the early 
1960s. The character was then spun off into two 
movies, a television show that ran 155 episodes and 
a cartoon. The loser gome was pieced together from 
the two movies. Mystery ofMamo and The Castle of 
Cagliostro. Lupin Isn't much of a hero at alt— he's a 
master thief. {Thanks to Max Gore and 

Douglas OHowski) 


A man named Lang Allen 
fmrn Georgia has invented a 
device thai, attaches to the 
joystick of an arcade game 
and delivers jolts of sialic 
electricity to the player's 
hand. The effect of Ultra 
Shock, as Allen calls it, can 
be seen in the photo— eve^' 
hair on your body stands on 
end. Allen claims that Ultra 
Sh(tck is completely safe and 
is not used as punishment for 
making mistakes. Instead, 
it's used as a reward for 
reaching new boards and 
high scores. The device can 
be hooked up to just about 
any arcade game. Is Ultra 
Shock the next big arcade 
sensation? Allen says he's 
already deluged with orders. 


If you liked Castle 
Wolfensfein, you'll love 
Beyond Castle Wolfen- 
stein. This time you try 
to find a briefcase with 
bomb, kill Nazi guards 
and sneak into Hitler's 


Look ma. no hands! With 
Atari's new MindLink con- 
troller, your hands are free 
((ieat. knit, file your nails or 
whatever, whili' you play 
com|iuler games. The 
'er .-.eisiirs wrap 
uiMoiil \our *■") 'lead with 
U-icru Niraps p: , plug into 
llu' MindLink transmitter, 
which plugs into the Atari 
computer. VCS, or 7800 

game .system. It doesn't 
really read your mind, but it 
does delect muscle impulses 
when vi i move your eye- 
brows. Right now the $100 
device plays games like 
Breakout, and Atari says 
that software will be availa- 
ble on ESP, thought games, 
memory and biofeedback. 
Groueho Marx would have 
been great at this. 


^044A tUe4f. c^iecUediUe inc^iediJde 

By Steve Bloom 

Ballblazer is a futuristic 
first-person soccer-like 
game that fakes place on 
a checkerboard grid. 
Each player controls a 
"rotofoil" and attempts 
to blow a floating ball 
past his opponent f 
through the goalposts. 
These goalposts move 
back and forth and also 
closer together as the 
game progresses. The 
graphics of Ballblazer 
are awe-inspiring. 


George Lucas, the 
genius who 
thrilled us with 
American Grafitti 
and the Star Wars 
trilogy. Lucas did 
not program the 
new computer 
games, hut he 
worked with his 
in-house design 

^m ^ eorge Lucas' empire 

^m 1 strikes me as rather bland: 

^H .^^^^s_I slide into a parking! 

^1 ^^Ispot across from the: 

^H ^1 Lucasfilm headquarters— j 

^^ W^ a decidedly low-tech com-! 

^^^^__^>^1 plex tucked away in the! 

sleepy Northern California village of Sanj 

Rafael. No holographic hght shows on thej 

lawn here; Lucas likes his privacy and wants j 

to keep it that way, which explains why I j 

have been sworn not to reveal the company 's J 

address. I promise not to tell as long as I can j 

meet with George. The publicist turns herj 

head in disgust. j 

Apparently, St^r Wsivs guru and director of j 

one of my favorite films, American Graffiti, I 


feMABBBH ■••■■■■■■■■■■ 




Lucas has skipped town for the day or 
week, so I'll have to be content to talk 
with eight game designers about the two 
games Lucasfilm's computer division has 
been working on for the past year. 

As it turns out, Lucas probably 
wouldn't have had much to say about 
Balibiazer and Rescue from Fractaim 
anyway. According to David Levine, who 
designed and programmed Ballblazer, 
"He'd sit down and play and stare and 
not say a whole lot, which was real dis- 
concerting to me. Then he'd say, 'Hey, 
it's great.' " 

"I remember the discussion about the 
fire button when he was looking at Res- 
cue," says games group leader Peter 
Langston. "We told him what we had in 
mind and he said, 'Is that a matter of 
principle or gameplay?' We said, 
'Well . . .' And he responded, 'Principle, 
uh-huh. It's not going to work." " 

"It's a very open charter," Langston 
explains. "Basically, his approach from 
the beginning was: 'This is an interesting 
area of entertainment, there's got to be a 
lot of interesting things to do out there, go 
do something.' That's essentially as 
defined as he wanted to make it, In other 
words, we didn't have a nice little script 
to follow." 

If there ever was a script, it was read to 
the press at an Atari reception in June 
1982, when Atari chairman Ray Kassar 
announced a "joint venture" between 
Atari and Lucasfilm. It's now clear what 
that agreement was all about; Lucasfilm 
will design games that Atari will maiket 
under the name Atari-Lucasfilni, Ball- 
blazer and Rescue from Fractalus, for 
Atari computers and the 5200, are the 
first products of that agreement. Most 
likely the games will be available for 
other computers in the near future. 

Both games are remarkable achieve- 
ments. An intergalactic soccer match, 
Ballblazer takes place on a dazzling, 
scrolling grid. Both players view the 
action from inside triangular vehicles 
that are controlled with joysticks. There 
are two 3-D perspectives on the screen, 
one stacked on top of the other. The 
object is to capture the ball and fire it into 
the moving goals at the opposite ends of 
the grid. At first glance, Ballblazer makes 
little sense, but after awhile you can't 
help but catch on. 

David Levine had never designed a 
game before he joined Lucasfdm. Pre- 
viously he worked for a software develop- 
ment firm in Chicago and attended the 
University of Illinois, where he discov- 
ered that "a good game involves 30 other 
people playing on four teams" Levine 

Rescue on Fractalus— Lutas had the design team make it more of a shoot- 'em-up. 

says he looks to the "older, original com 
puter games, like Space War and Lunar 
Lander," for inspiration. 

"hi those games." he explains, "you 
saw a little simulation of reality happen- 
ing—for instance, you had suns with 
gravity in Space H-af— which you could 
control via your own natural control 
mechanisms— your brain, reflexes, 
responses. You controlled it in a natural 
way because it was a natural environ- 
ment, and that is the main thrust of 
Ballblazer— to provide a natural environ- 

"It's the world of simulation," Levine 
adds. "Both these games are simulations, 
first and foremost. The gameplay is 

Levine took three months just to "work 
up" the grid. Unlike most computer 
games, Levine's grid is smooth; in fact, I 
originally mistook it for a laserdisc back- 
drop. What's the trick? "Anti-aliasing," 
Levine replies. "It's a technique used 
religiously by our graphics group, It's a 
method of eliminating staircased edges on 
the screen." By using five different colors 
at certain grid points, Levine was able to 
"make it appear as if the edges are mov- 
ing smoothly from one scanline to the 
next— as opposed to jumping." 

The graphical technique from which 
Rescue from Fractalus owes it name is 
even more unusual. Rescue employs the 
relatively new school of geometry— frac- 
tals— to create an impressive mountain 
landscape (seen through the window of 
the player's spaceship). It was the first 
time staff scientist Loren Caipenter had 
ever generated fractal images on a small 
computer. "We have some frames," he 



noti<ed that 

Restue was too 

pacif istic, and 

told us to put in 



and make it more 

of a 
shoot- 'em-up/' 

says, "that we do in our graphics depart- 
ment that have taken ten to twenty hours 
on a VAX 11780 (mainframe computer) to 
produce. We had to ilo this in dozens of 
milliseconds on an eight-bit machine 
(Atari 800). For a while we weren't sure 
it could be done at all. This game was 
really an experiment." 

Carpenter describes a fractal as a 
"mathematical object, an abstraction 
like a circle or a line that has certain 
mathematical properties. One of these 


The design team that created Ballblazer and Rescue on fractahs— Charlie Keliner, 
David Levine, Peter Langston, David Fox, Lorea Carpenter and Gary Winnick. 

properties is that it is in some sense infi- 
nitely rough, crinkled or spongy. The 
stars in the sky, for instance, satisfy that 
property. If you take a small patch of the 
sky and magnify it, it looks like a large 
patch of the sky— you can't tell one from 
the other. That's one of the ways you can 
tell you've got a fractal." 

(In a recent article about fractals, 
Smithsonians wrote; "Euclid's lines, 
planes and spheres describe the world of 
built things. FYactals tackle the chancy 
intricacies of nature. They are a family of 
irregular shapes with just enough regu- 
larity so that they can be mathematically 

Rescue from Fract-alus is a first-person 
cross between Star Raiders and Defender. 
The object i.s to .save numerous pilots who 
were shot down on the planet Fractalus. 
Enemy Jaggis are manning gunposts in 
the hills, and saucers zoom into the pic- 
ture every now and then. As you fight 
them off, you are always searching fur 
pilots, who appear as green crosses from 
out the window or blips on your long- 
range scanner, if you land within range of 
a pilot, he runs towards your ship, grow- 
ing larger in size with each footstep. Sud- 
denly he disappears and you hear three 
knocks on the airlock door. Press the "3" 
key on your keypad or keyboard and the 
pilot is sucked (that's what it sounds like) 
into the ship. 

The fiying simulation in Rescue is as 
good as I 've seen in a computer game, and 
the Lucasfilm gang knows it. David Fox. 
whose only gsmie credit is Mix 'n 'Match 
Muppets, which he wrote five years ago 
for Children's Television Workshop, led a 
group of four programmers and ani mators 

in the design and development of Rescue. 
"I had never seen a point-of-view flight 
game over a terrain where the terrain 
looked real like this one does— where you 
can see mountains and you can't see 
behind the mountains," Fox maintains. 
"I've seen some flight simulation games 
that attempt to simulate the fiight of an 
airplane, but they're not action games. 
The graphics also tend to run a lot slower 
than ours do." 

"We spent a lot of time making things 
go fast," Carpenter says. "Every frame is 
completely different; they're all unique. 
Except for the towers [gunpostsl and the 
ships [saucers], there are no stored 
images. The landscape is completely con- 
.stmcted on the fly every frame. That's a 
lot of computing going on." 

Attention to detail already seems to be 
the hallmark of Atari-Luca-sfilm games. 
For in.stance, the farther you land from a 
pilot, the longer it will take for him to 
reach the ship. Or as Carpenter contends: 
"Everything is defined in three dimen- 
sions in an infinite world. If you Hy past a 
pilot, you can make a U-turn and pick him 
up; he'll be there when you expect him to 
be there. Our model of the environment 
behaves like a real world should behave." 

Says Charlie Kellner, who contributed 
flight dynamics and .special effects to Res- 
cue: "We take a lot of our inspiration 
from the movies. For example, in the 
scene in Return of the Jedi in Jabba's 
Throne Room, every one of those bad, 
nasty aliens standing around has a name 
and a mother and father; they even know 
what they had for breakfast. Even if he 
only appears for two seconds, they still 
give him a three-dimensional background 

to make him real. The fantasy is always 
described much farther out than the piece 
that you see in the movie. And that's 
what we try to do with the games too." 

Indeed, the ship you fly in Rescue (a 
"modified" Valkyrie class fighter) weighs 
30,315 kg at I.O g and has a maximum 
cruising speed of 8,640 km/h (Mach 7.2). 
iLs first flight was on January 17, 2184, 
and the fi^iter was modified for behind- 
the-lines combat in the "Blue Harvest" 
War of '84. Similarly, Ballblazer is set in 
the future (3077) and has its own bizarre 
storyline. But what's even more interest- 
ing about Ballblazer is its soundtrack. It's 
a fluid piece of computer music that 
stands on its own— whether the game is 
in progress or not. 

Peter Langston, a self-described "pin- 
ball refugee," composed the score "as an 
audio analog to what David [Levine] was 
doing with the graphics." First he wrote a 
bass line and chord structure that had 
people dancing to it in his office, but it 
tended to get boring after 15 minutes. "So 
it was at that point," Langston recalls, 
"that 1 came up with the idea of doing 
improvisational lead lines over it that 
would fade in, play for awhile and then 
fade back out." The result was an infec- 
tious, new wave-style, tightly con- 
structed composition that would make 
Thomas Dolby stop in his tracks. 

"One of the things we learn just by 
looking around us is that George doesn't 
miss a trick," Langston says, "Ben Burt, 
who did the sound on the Sfsr Wars mov- 
ies, has more Oscars than anyone else 
around here. Both of these games have 
sounds that really tie into the reality 
we're trying to create." 

"The sound in Rescue is quite com- 
plex," Kellner comments. "1\irn off the 
picture and .sit back and listen; at any one 
time you'll hear ten to thirty sounds. It's 
a very rich texture. Every action and 
every response has a sound. It's one of 
those things tliat if it wasn't right you'd 
know it." 

"That's the whole illusion business in 
general," Levine joins in, "You don't 
notice it when it's right." 

George Lucas, however, did notice that 
Rescue, in its embryonic stage, was too 
pacifistic for his taste. In the original 
storyboards, the Valkyrie fighter was 
chased by an enemy craft; the only way to 
destroy it was to trick it into crashing. 
"He told us to put in the gun placements 
and make the game more of a shoot-'em- 
up," Fox says. 

"Some suggestions he made were con- 
sidered," Levine offers wryly. "One of the 





This is the story of the year. ATARI has been SOLD. JACK TRAMIEL, the guy who 
founded COMMODORE 25 years ago as a little typewriter repair shop, left 
Commodore six months ago. He had built that company up to the BILLION dollar 
organization it is today. The Commodore VIC-20 and the Commodore 64 computers 
have sold at least FIVE MILLION UNITS in the last three years. Partially 
because of Traraiel's success at Commodore, TEXAS INSTRUMENTS, MATTEL and 
TIMEX/SINCLAIR dropped out of the computer market, and Atari lost over $500 
MILLION last year. Now Tramiel is the head of Atari, and he'll be in direct 
COMPETITION with his old company, Commodore. 

What will Tramiel do with Atari? Well, first of all, he FIRED hundreds of Atari 
employees. Most likely he will bring in his own people who did the job for him 
at Commodore. There is also a good chance Tramiel will quickly purchase a 
SEMICONDUCTOR company, just like he did with Commodore. Commodore was so 
successful because they were making their own CHIPS, so they could manufacture 
their compuers CHEAPER than anyone. Tramiel has never been fond of VIDEO GAMES, 
and it is possible that Atari's game machines may VANISH, including the ATARI 
7800, which is highlighted in this issue of Computer Games. 

There is also the possibility that the ATARI COMPUTER LINE may undergo some 
DRASTIC changes. They have never made money for the company, and they are being 
strongly OUTSOLD by the Commodore 64. Also, all the Atari computers are 
COMPATIBLE with each other, while Tramiel has made the VIC-20, 64, and new 
Commodore Plus/4 INCOMPATIBLE. The days of compatibility at Atari may be over. 
If Tramiel decides to take on Commodore for the under $500 computer market, 
there will be a real WAR out there. He may choose to give Commodore that niche 
and go after the APPLE and PCjr market with a $600-$800 machine. Tramiel knows 
Commodore better than anyone, so he'll steer Atari where Commodore is most 
VULNERABLE. Keep your eyes open for a SURPRISE from the new Atari. If anybody 
can pull that company out of the FIRE, Tramiel can. 

In other news: ACTIVISION has probably released its last VCS game, BEAMRIDER. 
The company is concentrating on COMPUTER GAMES now, including games on disk for 
the Commodore 64. They also have a free pamphlet written by DAVID CRANE that 
will allow you to type in a program that animates PITFALL HARRY. Just send 25 
cents for postage to Commodore 64 Club, Activision Inc., P.O. Box 7287, Mountain 
View, CA 94039. 


ers who might need 

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" if he world of Ultima III can only be compared to a living tapestry — complex 
and beautiful . . . This is the best fantasy game in computing. Indeed, it is one 
of the best fantasy worlds in which to live. Lord British is a veritable JRH Tolkien 
of the keyboard." — Popular Mechanics 

"O xodus: Ultima III. with a superior plot to match its superior gaming system, is 
a great game. It upgrades the market; in several ways it sets new standards for 
fantasy gaming state of the art. " — Softline 

"{) xodus: Ultima III is Lord British's magnum opus — so far. It's fun and exciting 
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Available on: Apple, Atari. Com64. IBM 


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Behind the screens 



Do you really need one? 

By Frank Lovete 


onitors are to TV sets 
what race cars are to sta- 
tion wagons. Properly 
matched to your needs, a 
monitor can offer text and 
graphics capabilities for beyond those of mere 
mortal TVs. They can even help reduce eye- 
strain, and thus fatigue— a definite boon when 

you're going for the Ultima III championship or 
figuring your taxes on April 14th. 

As stereo records graaually replaced mono, 
and as talkies replaced silent movies, monitors 
are replacing TV sets for computer applications. 
To help ease the future shock, here ore some 
questions you need to have answered before 
trading in your Edsel for a Formula One. 

What kinds of monitors are there? 

Basically, four types: monochrome, 
composite-video color, RGB color and a 
bastard hybrid, also color, called video 
monitor/receivers. Monitors without 
composite-video inputs are referred to as 
"dedicated" monitors, since they're 
"dedicated" to computer use and can't 
display TV programs. Monochrome moni- 
tors come with white, green or amber 
screens. Monitors also vary in screen size, 
picture resolution (measured in "pixels " 
"dot pitch" and "horizontal resolution- 
lines"), compatibility with various 
brands of computers, special features 
such as glare-free screens and head- 
phones, and, of course, price. 

Can I use a monitor to watch 

L'niess you have a dedicated moni- 
tor, sure. Monitors have no tuner, though, 
so you have to have some outside source- 
such as a VCR, a cable converter or a 
component-video tuner— hooked up that 
can tune into TV stations and let you 
change channels. You can't watch TV on 
monitors that only have RGB inputs, 
though— these are dedicated to display- 
ing computer images exclusively. 

But if you already own a TV set, as 
does virtually everybody in this country, 
and you're going to spend the money for a 
monitor, use the monitor as a monitor. 
Why hook it up to a patchwork of wires 
and leave it open tti interference that'll 
probably just route your computer signals 
to a washing machine in Ottumwa? 

How do monitors work? 

Much the way TV sets do. The inside of 
the viewing screen is coated with crystal- 
line phosphors, chemical substances that 
convert electrical energy into light. 
Behind the screen is a device— called an 
electron gun—that fires bits of electrical 
energy at these phosphors. Monochrome 
monitors have a single electron gun; color 
monitors have three, one each for red, 
green and blue light (which can be mixed 
to create other colors). The electron 
beam (also called a cathode ray, hence the 
term "cathode-ray tube," or CRT) scans 
the back of the phosphor-coated screen, 
striking minute picture elements ("pix- 
els") as it moves in a fixed pattern. The 
scan occurs so quickly that each pixel 
stays lit long enough that our eyes can't 
detect the flickering that actually 

Will any monitor work with any 

Not in any practical sense, though peo- 

ple have been known to jerry-rig things. 
Fortunately, you don't have to do too 
much mixing-and-matching most of the 
time, and often you can buy adaptors. 
You're pretty safe with monochrome and 
composite-video color monitors— gener- 
ally, they both use standard RCA phono- 
plug cables and accept just about any 
home or personal computer available, 
short of most RGB computers. RGB com- 
putei-s are optimal with RGB monitors 
and the few video monitor/receivers that 
offer RGB input jacks, although it is pos- 
sible to hook an RGB computer to a com- 
posite-video monitor; compatibility var- 
ies by computer. Be sure to check before 
you buy. 

What's the difference between 
"RGB" and "composite- video" color 

Composite - video monitors, whether 
monochrome or color, generally have but 
a single video input. RGB monitors, on 
the other hand, each have a trio of 
inputs: one for red, one for green and one 
for blue video signals. Because RGB 

monitors aren't limited, as composite- 
video color monitors are, by the specifica- 
tions of the NT.SC television system all TV 
sets in this country must conform to, RGB 
monitors can provide superb color and 
resolution, superb graphics and text 
capabilities. Accordingly, RGB monitors 
are more expensive than comparable 
composite- video monitors. 

What are good screen sizes for a 

That depends on what you're using it 
for. For simple graphics applications, and 
text applications needing no more than 
about 40 columns, a nine-inch (diago- 
nally measured) screen is fine. For word 
processing and spreadsheet uses, you'll 
want to get a monitor big enough to dis- 
play 80 columns of text without it making 
the characters so small you need a magni- 
fying glass. For that, 12-and 13-inch 
screens fit the bill. The same goes for 

What should I watch out for to avoid 


Staring too hard at computer monitors. 
That's best avoided by acquiring a moni- 
tor that's a) big enough for your needs, 
b) doesn't nicker and c) doesn't produce 
fuzzy characters, as composite-video 
color monitors are often apt to do. In the 
case of monochrome monitors, get one 
with a pleasing background color. That 
ahnost certainly means green or amber. 
You might also want to consider getting a 
monitor with a glare-resistant screen or a 
glare-resistant screen cover and attach- 
ing it yourself. 

Which monitor is best for which 
computer function? 

A computer gamer would want a moni- 
tor with the best possible color and reso- 
lution. That means an RGB monitor, 
which is the most expensive kind. If they 
are out of your price range, composite- 
video monitors are .still better than TV 
sets. For text applications— word proc- 
essing, financial matters, and the like— a 

monochrome monitor is probably your 
best bet. Composite -video color monitors 
tend to produce fuzzy characters, and 
RGB monitors are pretty expensive if text 
is your primary thing. 

What should I look for in the store? 

Put text on the screen, but also 
graphics if there's any chance you'll be 
using the monitor for that. If looking at a 
color monitor, check for color blemishes 
where there should be white. If colora- 
tion exists, it's a sign of poor electron- 
beam convergence. Check around the 
edges to see if any part of the screen 
display is missing. Stand back and take in 
the .screen as a whole— is it flickering (a 
sign of potential eyestrain)? Does scroll- 
ing or cursor movement leave streaks on 
the screen? Finally, does the screen look 
right, or do you get the feeling you're 
looking at a painting that's not hung 

As far as specs go, look up in the bro- 

chure or ask the salesperson about: the 
horizontal resolution, a measure of how 
"tight" the image is, measured in pixels, 
those all-important pin-pricks of light; 
and dot pitch, a measure of how far apart 
the pixels are— the smaller the dot pitch, 
the better the picture resolution. 

Con I use a monitor with my 
ColecoVision or other game system? 

Absolutely! Your typical TV set 
hook-up is usually through that familiar 
"game/TV" switch that modulates the 
composite- video output of a video-game 
console tfltheRFsignals required by most 
TVs. If your game system has direct, 
composite- video output, you can connect 
it directly to the monitor via the 
monitor's composite-video input, 
eliminating that little modulator. If your 
game system has only RF output, you can 
use the modulator to convert the RF 
signal to composite video. 






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What is the price range? 

Monochrome monitors can start as low 
as $100 for a 12-inch green-screen model, 
such as Leading Edge's Gorilla HRG, and 
get as high as 1,500 to $3,000 for indus- 
trial-strength models. Most mid-priced 
monochromes fall into the $130-to-$250 
range, with Amdek, Hitachi, NEC, Pana- 
sonic, Sango, Zenith, T^xan and USI 
among the brands with models in that 
area. Composite-video color monitors 
with 13-inch screens fall mostly in the 
$300-to-$400 range, with comparable 
RGB color monitors averting $150 to 
*200 higher. These are manufacturers' 
suggested retail prices, though; actual 
"street prices" can be 15-35% less, 
without even considering special sales. 

What about warranties? 

Ninety-day parts-and-labor warranties 
abound, though some companies offer 
better terms. Amdek, for instance, has a 
two-year parLs-and-labor warranty on its 
monitors' electronics, and a three-year 
on their picture tubes. Seai^ and other 
mass merchandisers often give "full war- 
ranties" as opposed to the justly named 
"limited warranties" that are the norm. 
Limited warranties have restrictions, so 
you pretty much have to read the terms 
carefully. Find out if your retailer has a 
factory -authorized service department; 
otherwise, you may have to mail your 
monitor away and wait weeks for its 
return. Finally, look into purchasing a 
service contract, a sort of insurance poli- 
cy/extended warranty. _/■ 





By Shay Addams 

Print Shop 

Omigod! You forgot to get a 
birthday card for that rich 
uncle, and the stores are closed! 
Any other schmuck would get 
cut out of the will , but not you— 
becaiLse you've got Print Shop. 
Combining the appropriate fea- 
tures of art and word processing 
software, it enables even com- 
plete klutzes to design and print 
greeting cards, banners, signs 
and letterheads. 

Entirely menu -manipulated, 
the program will skip back to 
the previous selection if you 
change your mind about the 
typeface (nine in ail) or other 
aspect of an ongoing design. 
(And if you're really rushed for 
time, cards for typical occasions 
like Christmas, birthdays and 
Valentine's are provided; they 
can be personalized with the 
recipient's name and a mes- 
sage.) When browsing through 
the list of available borders, 
you '11 see each one wrap around 
the menu as its name is high- 
lighted by the cursor. Displayed 
in a small frame, graphics range 
from simple ornamentation to 
birthday cakes, roses, 
menorahs and Christmas trees. 
(The skull's excellent for death 
threats.) Unfortunately, you 
don't see the design's overall 
appearance until it's printed. 

That's not true when printing 
over the kaleidoscopic variety 
of patterns that can be coryured 
up in the Screen Magic mode. 
There's also a Graphic Editor: 
you move a dot around and 

sketch images that nan be 
printed, or saved and used with 
other cards, signs, etc. A half- 
dozen of the most popular dot- 
matrix printers and 10 inter- 
faces are supported, and you 
can use cursor keys, joystick or 
Koala Pad for input. 
Broderbund, for Apple 

Magic Desk I 

Dbase IV? Who needs it! Word- 
star? Get that dinosaur outa 
here! Most people don 't need an 
expensive, full-featured word 
processor or a complex data- 
base—but would like to com- 
pose letters, shopping lists and 
short notes on their computer, 
and maybe even file some of the 
information on disk. Magic 
Desk I provides the easy way 
out, offering universally recog- 
nizable graphic icons that lead 
the way through the steps in 
creating simple document.s and 
storing them on a floppy 

After you snap in the 
cartridge and power up, the 
opening screen shows a brightly 
colored desk surrounded by a 
trash can, file cabinet, digital 
wall clock and a phone. A big 
hand-shaped cursor, looking 
like a refugee from some Satur- 
day morning cartoon show, 
floats in the air. With the joy- 
stick, move the hand over the 
clock and set it so you can con- 
sult it for the proper time while 
working on a letter or some- 
thing else later on. Then slide 
the hand over the typewriter 
and hit the fire button— shoo- 

With Print Shop, yov can create greeting mrdSf signs and even 
add personalized messages and art before printing them. It's 
entirely menu-manipulated, easy enough for an editor to use. 

wop-dee-wop, you're in type 
mode! You'll see a standard 
typewriter carriage on the 
screen, loaded with a regular 
sheet of typing paper. The joy- 
stick facilitates scrolling around 
to any position on the paper. No 
fancy format commands to 
learn here, just type away. Of 
course, you don't get search 
and replace, centering or other 
sophisticated features. But will 
Aunt Marge know the dif- 
ference when she receives your 
thank you note? To print that 
note, move the hand over the 
picture of a printer at the bot- 
tom of the screen, As with 
Apple's Macintosh, a trash can 
icon waits for documents you 
decide to delete. 

Filing's simplified, too. 

Activate the picture of the filing 
cabinet, and a drawer with ten 
big yellow folders fills the 
screen. Documents can be 
saved in any of the folders, 
which can be labeled to your 
own specifications. Each of the 
cabinet's three drawers holds 
ten folders, which accommo- 
date ten pages (for a maximum 
of 300 pages that can be stored 
on a single disk). The conven- 
ient help screen can be con- 
sulted by pressing the Commo- 
dore key at any time, making 
Magic Desk I notably new-user- 
friendly. It's a well-designed 
and practical answer to the less 
demanding needs of many Com- 
modore owners. 

Commodore, for Commodore 


Color Ovtions: , , 

2 - Background. . 

. -t^^^^ 

4 - Error Ms«rs, 

5 ~ Ctrl Chars A 


Help. , H 

•o you want to change 
additional values in this 

catsffom? Y 

Mhich one? 4 

4 - Error Hs^s, 


»■ - Black 
fc - Blue 
c - .i.a Green 
•* - :;.1 Cyan 

f ' €Hti Ka^enta 
9 ' ^H Brown 
" ' IH Lt Cray 


Dk Cray 
■1 Lt Blue 

■ Lt Green 

■ Lt Ha<re"t* 

■ Vellow 

■ Ulhi te 

Choose Color for 

Error H«ff«. IHSEUr: .. 1 

Don 'f like the color of the text? Pick another one from the color 
palette offered by The Writer. 

The Writer 

A hit on the Apple for years. 
The Writer's a home version of 
the more powerful PieWriter 
(also available for PC and jr). 
Though it's been scaled down 
somewhat. The Writer boasts 
features not found on most com- 
parably priced word processors. 
A list of names and addresses 
can be merged into form letters 
as they're printed. Mailing lists 
can be hammered out in no 
time. And for the word-con- 
scious, a simple command pro- 
duces a rapid word count of the 
document in memory. These 
make it strong enough for many 
small businesses that are run 
out of the home. 

It's essentially three files. 
The Command Level offers a 
menu for accessing the various 
options. From there, you select 
the Text Editor to compose 
memos, letters or even longer 
documents. With a TV, you get a 
40-column display; 80 with 
monitors. A color palette 
presents a variety of vivid hues 
from which to choose the colors 
of the background, text, 
prompts and other items. Cur- 
soring around a document is a 
breeze, and search and replace 
makes editing fast and fool- 
proof. Dot commands, entered 
by pressing the appropriate 
function key, indicate new 
paragraphs, line spacing and 

At . . tiM« . . . Vtr •«P«ciaUy. 
weather is ... •'J»ryon«'« wind — »nd 

everyona'* ton9u« , It . T 

ft everywhere, more apt to be , 
than rioney> food, sex . . . even 
scandals H9''^-4, it regarded ... 

trivial small talk Indeed it . 
fodder the conversation ... board 

chairwen and bored ... / of young and 

, of - . , rich and the ... , of the 
bright ... the . As if ... basic 

coin of conversation needed to ... 
gilded' the average Anerican 

constantly reads weather in 

. . . neuspapers . . . magazines, listens 
. . . regular forecasts on , . radio, 
and uatches uhile some ... broadcaster 
nilNs the . . . for cuteness on ... 
evening ... 

Press space bar to STOP tiwiing 

If you 'dlearned to read fast with fAkroSpeeAReaA, you*d 
have finished reading this caption weeks ago. 

WitL id of menus, M 

of writing and filing letters, memos and lists. 

the tedium out 

other formatting consider- 
ations, Centering, underline 
and boldface are supported for 
capable printers. 

The Text Formatter displays a 
document exactly as it will 
appear when printed. In this 
stage, it's particularly helpful to 
be able to see underlined and 
boldfaced phrases stand out in 
the unique colors you've 
selected. If all these features 
seem like a lot to learn , you can 
always summon the tutorial 
from disk and learn at your own 
pace. Help screens sit atop the 
text window, and you can scroll 
through them for quick 
reminders on all the commands, 
keystroke combinations and 
various procedures. After mas- 
tering them all, you can toggle 
off the help screens so the full 
screen 's available for text. Files 
are compatible with PieWriter if 
you're using that at the office. 
And one of the sharpest spelling 
checkers on the market. The 
Speller, is sold separately. For 
one or two disk drives. 

Hayden, for IBM PC. PC XT 
and PCjr 

Micro Speedread 

There will be about 40,000 
books published this year, but 
you're only going to read 2,500 
in your whole life. If that 
depresses you, speedreading 
may be the way to go. 

Micro Speedread doesn't dif- 
fer much from other speedread- 
ing courses. Instead of reading 
one . . . word ... at ... a .. . 
time, it teaches you how to 
train your brain to see clusters 
of words and read much faster. 
Several specific strategies are 
offered, such as the famous "Z- 
Pattern," in which you train 
your eyes to scan one line, then 
to scan the next line backward 
diagonally, and then lo scan the 
third line. If you've ever seen a 
speedreader running a finger 
back and forth down the page, 
this is what they are doing. 

You may ask why you 
shouldn't just buy an inexpen- 
sive book on speedreading 
Instead of a computer program. 
After all, we do most of our 
reading from paper, not green 
screens. But the computer has 
some advantages over a book. 
For one thing, the computer has 
an internal stopwatch to time 
your reading. It can also 
instantly calculate your rate of 
words per minute. Better yet, 
the computer is interactive. 
Micro Speedread w\\\ scroll pas- 
sages of text past your eyes at 
whatever speed you choose. 
And besides, ifyou had this pro- 
gram, you would have finished 
reading this issue an hour ago. 

CBS Software, for Apple, 
Commodore 64. IBM PC and 


Fear and loading on the campaign trail... 

Computer Games 

By Abigail Reifsnyder 

ust past 8:30 P.M., Tuesday, 
November 12, 1984. The returns 
are pourina in and the networks 
can't stand to wait any lonoer. 
This is, after all, the '84 election, 
and the first news program with 
the results is likely to pull in the 
biggest Neilson rating for the night. Ronald 
Reagan, "The Great Communicator," is battling 
it out against Walter "Fritz" Mondale, the man 
the Democrats hoped no one could dislike. The 
picture is not brignt for the Democrats, though. 
Reagan has been leading in the polls since 
before the Democratic Convention and the 
predictions have only worsened for Mondale. 

It promises to be a short night— and short it is, 
and sweet for Reagan. He takes the country in 
an unprecedented sweep. Even Georae 
McGovern did better in '76 tnan Mondale, who 
picks up only Maryland, giving him 10 electoral 
votes (McGovern got Massachusetts for 1 4). 

The above scenario is brought to you courtesy 
of an Apple II and President Ele<ff an election 





simulation put out by Strategic 
Simulations. It used to be that when 
someone talked about a political machine 
he was referring to a system used by 
certain infamous politicians to stay in 
office, Nowadays, though, he could just 
as easily be referring to the computer. 
Having been Man of the Year in '83, the 
computer is now in the running for 
, Politician of the Year. In November we'll 
find out how accurate President Elect's 
predictions turn out. 

Unbiased number-crunching is the 
computer's forte, making it perfect for 
simulating the political process. So it 
should come as no surprise that, with the 
'84 presidential election approaching 
(and software manufacturers' penchant 
for exploiting such events), political 
games are surfacing. They range from 
simulations (for the hardcore politico) to 
arcade action games (for the serious 
gamer) to tutorials (for the serious). 

Without a doubt, the piece of political 
software most relevant to the presidential 
election is President Elect (for the Apple 
IJ line). If you ever wondered what, if 
anything, Jimmy Carter could have done 
to wui the '80 election, or if one small 
factor might have thrown the very close 
'60 election to Nixon instead of Kennedy, 
this game will help you figure it out. Even 
if you don 't care or know anything about 
particular elections, the game is fun— it is 
one of those rare games that is easy to get 
into but is actually very complex. (In 
other words, you don't have to read the 
rules, but you do have to think to play.) 

You begin by choosing an election 
year (data exists for the '60 through '84 
elections), then the candidates— either 
real, fictional or a combination. The 
computer will control any candidates you 
or another player don't want to control. 
There are eight weeks (turns) in which to 
campaign. At the beginning of the week, 
each candidate decides such things as 
how much money to spend on national, 
regional and slate advertising, how many 
campaign stops to make in a state and a 
region, and whether or not to debate the 
other candidate(s). All these factors are 
then calculated along with the impact of 
current events to give the pollsters' 
projections for that week. A map shows 
which states are leaning in which 
directions (it helps to have a color 
monitor for this). Election night can be 
played out in real time (which takes 
about four hours), jumping ahead in 
10-minute periods, or going directly to 
the final results. 

It is intriguing— even educational— to 





been named Man 

of the Year in 

'83, the 

computer is now 

running for 

Politician of the 


simulate the same election a number of 
times, changing different factors each 
lime. For example, I played the '80 
election first as Carter. It appears that 
there was no way at all that Carter could 
have won. But was it because he was too 
liberal? The second time I played, I 
created a democratic candidate who was 
more liberal than Carter, but a 
significantly better speaker and not the 
incumbent. While Reagan started off 
ahead in the polls, my candidate 
eventually won by a landslide. (As shown 
above, though, Walter Mondale has no 
hope come November) 

Of course, before you play out the 
presidential election, you have to know 
who the candidates will be, Nomination, 
from Brady Software (a Prentice-Hall 
company) for the IBM PC, simulates both 
the Democratic and Republican primary 
elections. In the Democratic primary, you 
campaign against John Glenn, Walter 
Mondale, Gary Hart and Alan Cranston. 
The contenders in the Republican 
primary are Ronald Reagan, Howard 
Baker, Robert Dole and Jack Kemp. 

A total of 20 state primaries take 
place over a five-month period (at the end 
of which the candidate with the most 
votes wins the nomination). The most 
crucial factor in winning votes is the 
public's perception of your background 
and your presence. So when you are 
establishing your candidates' positions 
and backgrounds at the beginning, be 
sure to answer carefully. 

There are three key stages in each 
month that affect how the public views 
you. P^irst, after you are shown which 

primaries will take place that month and 
the number of votes at stake in each, the 
press corps asks you two questions. In a 
clever simulation of the pressure put on 
candidates to perform on the spot, the 
game gives the candidate eight seconds in 
which to read the question and decide 
among the five possible responses. After 
answering the questions, you get to see 
how the newspapers reported the public's 
reaction to the Interviews. 

Each candidate must also take a 
position on a variety of issues ranging 
from women's rights and abortion to 
repealing the federal cost-of-living index. 
(These positions, as in real politics, may 
be modified each month.) 

Finally, each candidate decides on the 
dispersement of campaign funds for the 
month. Funds can be spent on TV ads. 
radio ads, campaign literature and 
campaign personnel. You may spend as 
much or as little as you want in each 
state, The effectiveness of your spending 
depends on the state's voter profile, your 
positions, the public's perception of you 
and the kind of advertising you choose. 

Throughout the campaign, you may 
have polls and studies done, but it all 
costs money (and deficit spending is not 
allowed). Random events also affect each 
primary's outcome. From time to time, 
your campaign manager will ask you to 
decide on .some issue. The list of factors 
goes on and on— there's a reason the 
game requires 128K. Nomination is 
almost as complex as the real thing, but 
significantly more fun. 

Campaign '84 (for the Adam/Coleco 
Vision) from Sunrise Software takes the 
hand-eye coordination approach to the 
political process. Players choose either 
the donkey or the elephant, then take 
positions on eight issues (for example, to 
prohibit plaid socks or to make oysters 
the national food). The screen changes to 
a map of the U.S. (states are not named) 
where the characters must be 
maneuvered around the outlines of 
states, avoiding little red cameras (bad and trying to touch white plates 
(fund- raisers). Nothing is to be taken too 
seriously here. Bad press consists of such 
comments as "Your family says they've 
never heard of you," while fund-raisers 
cause you to do such things as "score big 
in Las Vegas" (regardless of where you 
actually are on the map). 

This play continues until your 
character enters a state by finding the 
right spot on state outline, causing a 
picture of the American flag to appear 
on-screen. This begins the state 



Comifliter Games are Here, America ! 


QUiCKSILVA computer games — Britain's 
most popular — are now available in the United 
States. They feature high quality graphics with 
European flair and exciting, imaginative 
scenarios. Here are two examples out of 1 9 cur- 
rently available for Commodore 64"^ and/or 
Timex Sinclair 2068™ computers; 

BUGABOO by Indescomp — An exciting ad- 
venture game where Bugaboo, a friendly flea, is 
trapped in a cave. You can help him escape by 
signaling him to jump from ledge to ledge. Making 
him hop just the right direction and just the right 
height is the challenge. If you ■ 
don't, he'll fall back and you bugaboo 

have to begin his escape again . guicKsiuvA 
And all the time you must help 
him hide from the fearsome ^''4- 

Pterodactyl and hungry Venus ^^fc. 

— Ry Traps. It's rS ^ 

fun, colorful and 


develop timing 

and strategy. 

.lollis — The best selling 
and lonqest running mega 
game in England I It's a four di- 
mension. Space-Time Science 
Fiction arcade adventure. You 
are the hero. You must pilot 
the intergalactic battle crui- 
ser, Void-Runner I, through 
space and time itself, fighting 
off the evil Squarm to save the 
Universe. Your ship is equipped with sophisti- 
cated systems, full control panel, radar and ex- 
otic weapons; but you must develop the skill and 
spacemanship to use them effectively. It's a 
challenge, but the safety of the Universe is at 

Ask for these and other Quicksiiva games at 
finer stores. 


Exciting Quicksiiva programs for the Acorn BBC, 

Atari 400/800/1200. Apple II. Memotech MTX, 

Sinclair QL and IBM PCjr 


45B IMakoma • San Antonio, Texas 7SS16 
{51S] 340-3B84 

Commodore 64 rs b irodemar* o( Commodore Electronics Ltd, Timex Snclaic 2068 is a tratHsmork of Time« Computer Corpor-atimi 


.^ if^TiTtf^ ili] [i. 

id for the 
imate gam 


Just when you thought 
game-only systems 
were dead, here 
comes Atari's new 
$150 7800 ProSystem. 
As you can see from 
the screen shots here, 
^■■■■■■B the 7800 produces 
some remarkable graph its— better than 
anything we've seen on any game system 
or low -end home computer. The 7800 is 
powered by a new semiconductor chip,— 
"Maria"— which is capable of moving an 
astounding 100 objects around the screen 
at once. It tan also display 256 colors, 
says Atari. The 5200, which moves 20 
objects, is being discontinued. The new 
7800 will play all 400 or so AUri VCS 
cartridges, but not Atari computer 

The first batch of games for the 7800 
will be enhanced versions of existing 
Atari games (Asteroids, RcbotroR, Ms. 
Pac-Man, DigDug, Joust, Centipede); the 
first home versions of arcade titles {Pole 
Position U, Xevious, Food Fight, Galaga); 
the new Lucasfilms games; and an ori- 
ginal title, Desert Falcon. Both Asteroids 
and Centipede are now cap^le of putting 
two players on the screen simultaneously. 


working against each other or against the 
computer. Asteroids now features 3-D 
rounded rocks. (The working title was 
"Meatballs in Space.") Desert Falcon 
looks a lot like Zaxxon, but requires a 
player to pick up jewels as well as shoot 
things. The 7800 will come packed with a 
Pole Position II cartridge in the begin- 
ning. After the first batch, the game will 
come built-in and explode on the screen 
as soon as you turn the machine on. 

The 7800's joysticks are an improve- 
ment on the 5200. The unit is smaller and 
thinner, with a self-centering stick and 
independent firing buttons. Atari is also 
releasing a device for the 7800 called the 
"Hi-Score cartridge." It allows players to 
permanently record their best scores for 
as many as 65 games. The Hi-Score 
cartridge records the top six scores at 
each skill level for individual players and 
teams. Names with up to 30 letters can be 
used, and the game's color graphics 
appear on the screen with your name and 
a triumphant victory tune. 

The 7800 can be upgraded to a fully 
programmable introductory computer. 
The keyboard unit, which will sell for 
about $100, will have 62 full-stroke keys, 
4K RAM {expandable to 20K), and is com- 

patible with Atari joysticks, Trak-Balls, 
Touch T^jlets and printers. The Atari 
1050 disk drive will also work with the 
78O0. Users will be able to purchase Atari 
Tferminal, a modem which can access 
mainframe computers, electronic bill- 
boards and other information services 
such as CompuServe. And AtariLab, the 

science module that hooks up with the 
Atari computers, will also be made for the 
7800. Atari hints that the 7800 has the 
potential for "future technologies," but 
has not given any specifics. Perhaps it's 
time for laser games to reach the home. 
Although Atari doesn't expect much 
7800 software from other companies for 

awhile, they are releasing some of their 
own. Atari Typing Tlitor is a game in 
which you learn to type while flying a 
spaceship. The Word Processor is, well 
...a word processing program. Other 
educational and personal development 
software is promised. 
We stop short of gushing over this new 

machine because a little over a year ago 
Atari announced "the Graduate," which 
promised to turn the VCS into a computer. 
It was never released. The 7800 looks 
spectacular. The only question is, will 
people buy a video game system that can 
be turned into a computer when they can 
just buy a computer in the first place? 





Drop the joystick and use your brain 

By Bob Guerra 

o one's sure why it happens. Some say it's 
simply o case of laser burnout. Others theorize 
that after several hundred hours of play, the 
computer gamer begins to experience ^uilt 
over the destruction of countless alien beings 
and civilizations. Still others are convinced 
that, tired of being a passive controller of 

hand-eye coordination, the unstimulated 
mind rebels, demanding a greater func- 
tion in game play. Whatever the reason, 
eventually most computer gamers find 
that maze games, climbing contests and 
shoot-'em-ups fail to provide the thrill of 
victory, agony of defeat and all-around 
fun that's essential to a healthy compu- 
ter/owner relationship. 

If you've become bored with the 
arcade games your computer plays with 
you, don't trade 'er in for a newer model. 
What you need is some software that 
exercises your brain instead of your joy- 
stick. There's a wide assortment of intel- 
lectually stimulating programs available 
to give any bored computer gamer reason 
to cerebrate. 

Although adventure g^nes such as 
Infocom's excellent Zork series certainly 
^ve players a lot to think about, previous 
CG articles have examined these games in 
depth. The purpose of this article is to 
acquaint you with other types of "mind 
games" that are available. 

Puzzles & Trivia 

Several programs borrow from the TV 
game show Concentration, which 
required contestants to find two match- 
ing prizes hidden under squares of a large 
grid. As matches were made, the squares 
were flipped over to reveal portions of a 
rebus. The contestant who made the 
match had a chance to solve the puzzle, 
Well, if you're one of those people who 
couldn't resist playing along at home, 
you'll love Match Wits by CBS Software 
(Apple, Atari, C-64. IBM). 

Match Wits lets you choose a category 
such as animals, famous people, cities, 
etc., and the type of matches you'll be 
required to make. Points are awarded for 
majcing pairs and correctly solving the 
puzzle. You can even customize the game 
to your own tastes. 

Similar games include Broderbund's 
Matchboxes (Atari, C-64), in which pic- 
ture's must be matched by color and an 
accompanying tune. Master Match by 
Advanced Ideas (Apple), and Square 
Pairs by Scholastic, Inc. (Apple, Atari, 
C-64, VIC-20, TI 99/4A). With Square 
Pairs, the emphasis is on education. 

If you'd rather tease your brain with 
questions about obscure baseball stats, 
little-known movie titles or other tidbits 
from the areas of politics, entertainment 
and history, there are a number of com- 
puterized trivia games available to jar 
even the best memories. 

With over 6,000 questions on a 
variety of topics, Counterpoint's Qniza- 
gon (Apple, C-64, IBM, VIC-20) is one of 

sh: alt: la/ia 

~t PL: flL 

3Sa IT: <qB CE: 375 

Clockwise, you see Knights of the Desert (S5l),ttiQoi^uii (Creative Software), NiM. 1,1, 
(Electronic Arts) andViar Room (Probe 2000). 



by arcade 

games? Try some 

software that 

exercises your 

brain instead of 

your joystick/' 

the most challenging trivia contests avail- 
able. Apple and C-64 owners can stimu- 
late some fierce competiticm with Fax by 
Epyx. This arcade adaptation lets con- 
testants compete to see who can answer 
multiple-choice questions the fastest. 

Finally, there's a trivia game just for 
die-hard Beatle fans. Beat The Beatles 
by Interactive Software (Atari) is the per- 
fect game for all you fanatics who eagerly 
awaited the release of new albums from 
the Fab Four so you could scrutinize the 
jackets, steam off the labels and play the 
thing backwards hoping to find "Paul is 
dead" clues. There's even a secret me«s- 
sage that is only revealed when all the 
questions have been correctly answered. 

For geniuses who can solve logic 
problems but have little prior knowledge 
of anything, there's Intellectual 
Decathlon by Muse (Apple). In ten indi- 
vidual contests that will t^t your mem- 
ory, reasoning ability, arithmetic skills 
and strategic powers, you can compete 
for the gold, silver and bronze medals 
against up to five brainy friends, 

Fans of logic problems should also 
check out Epyx's PuzzlePanic (Atari, C- 
64). The program involves a maze of 5fl 
logic games that must be played and 
solved in the correct order. The more you 
play, the more clues that are revealed to 
guide you down the right path. 

Strategy & Board 

Maybe you'd feel more comfortable 
with an old-fashioned game of cards, 
chess, backgammon or Scrabble. Most 
such programs allow you to set the com- 
puter on a nice easy level that you can 
consistently beat. This is great for the old 
ego— especiaUy if you've just been humil- 
iated by a computerized trivia game. 

If you've always wanted to learn 
about that wild new party game, Stan- 
dard American Contract Bridge, there's 
Charles Goren: Learning Bridge Made 
Easy by CBS (Apple, C-64. IBM). 'Me 
Goren's advice on bidding and rebidding, 
trumps and tricks, and you'll never have 
to play the dummy again. 

Or maybe you'd rather learn how to 
get thrown out of casinos. No, you don't 
have to get drunk and obnoxious— just 


boot up Ken Uston*s Professional 

Blackjack by Screenplay (Apple, Atari, 
C-64. IBM, TRS-80) and discover the 
card-counting systems that made Uston a 
wealthy man. 

Chess enthusiasts will enjoy a match 
with Hayden's Sargon II (Apple, Atari, 
C-64). Sargon III is more versatile, 
allowing you to play against a human 
opponent and save ongoing games to disk . 

If you like the strategy of chess but 
find the going a little too slow, try 
Archon by Electronic Arts (Apple, Atari, 
C-64, IBM). In this contest of magic and 
sorcery, you don't simply surrender the 
square when attacited. You fight it out in 
the Combat Arena. Unicorns, basilisks, 
shapeshifters and other legendary forces 
clash in a battle forSiontrul of the board's 
five power squares. If there is such a 
thing as a computer classic, this is it. 

Other board games that have been 
brought home for your computer include 
Odesta's Odin. Similar to the neo-classic 
Othello, Odin is available for all m^or 
home computers and gives you IG skill 
levels U> choose from. The best part is, 
you d(m't have to turn over each of those 
little two-colored disks by hand. 

Monty Plays Scrabble by Ritam 
(Apple, TRS-80) is a computerized ver- 
sion of the popular board game. You can 
play against a friend or Monty He has a 
32,000-word vo(;^ulary and you can pro- 
gram him to be really stupid. 


The most popular board game of all 
time is Monopoly (like Scrabble) which 
let us in on the wheelings, dealings and 
million-dollar decisions of land tycoons. 
Tbday, there are business simulations for 
all home computers that let you invest in 
the stock market, run your own airline or 
manage a major oil company Creative 
Software's In the Chips (C-64, IBM, VIC- 
20)starts you out with $100, 000 and your 
own software company. It's up to you to 
develop new products, control production 
and set prices in order to run a profitable 
business. One of the best stock market 
simulations is Millionaire by Bluechip 
(Apple, Atari, C-64, IBM, TRS-80). As 
the name implies, your goal is to make a 
million dollars by investing $10,000 in 
the stock market. Well-known stocks and 
financial news flashes combine to make 
Millionaire both entertaining and educa- 

Both M.U.L.E. by Electronic Arts 
(Atari, C-64, IBM) and Run for the 
Money by Scart>orough (IBM) take busi- 
ness simulations and blast them into 
outer space. M.U.L.E. is a race to col- 

onize a distant planet through mining, 
producing food or enei^ and skillfully 
manj^ing your land while weathering 
natural disasters. 

Not all computer simulations deal 
with the business world. Flight simula- 
tors such as MicroProse's Solo Flight 
(Atari, C-64, IBM) and Sublogic's Flight 
Simulator II (Apple, Atari, C-64) put 
you in the cockpit of a plane and let you 
fly under a variety of conditions using the 
actual instrumentation found in real 
planes. Both programs are less expensive 
than real flying lessons, and a lot .safer. 
[See One On One, this issue. 1 


Finally, a category for computer 
hawks who seek intellectual stimulation 
but still eiyoy solving international mis- 
understandings with military might. The 
two largest manufacturers of computer- 
ized war games. Strategic Simulations 
and Avalon Hill, have produced a wide 
variety of conflicts that let you battle the 
enemy on land, in the skies and on the 
high seas. Practically every m^or war is 
faithfully recreated, from the 18th cen- 
tury to the present. There are even future 
scenarios you can play out, such as Ger- 
many 1985 and RDF 1985 from SSI's 
"When Superpowers Collide" series. 

Some of SSI 's other programs let you 
recreate the Battle of the Bulge with 
Tigers in the Snow (Apple, Atari, C-64), 
participate in Rommel's North African 
campaigns of 1942 with Knights of the 
Desert (Apple, Atari, C-64), and relive 
four crucial World War II naval battles 
with Carrier Force (Apple, Atari). All 
are hLstorically accurate, and involve 
strategic control of troops. 

Some of Avalon Hill's offerings are 
Tactical Armor Command (Apple, 
Atari, C-64, IBM), a World War II game in 
which you control German, British, Rus- 
sian or American forc^; a simulation of 
Napoleon's 1814 campaign gainst the 
invading Aastrian, Prussian and Russian 
Armies called Paris in Danger (Atari); 
Fredericksburg (Apple, Atari, IBM, 
TRS-80), based on the famous battle of 
the Civil War; and the ever-popular 
Nukewar (Atari, C-64, TRS-80, VlC-20) 
—this light-hearted contest lets you 
defend your country by building a mas- 
sive arsenal of filters, bombers and 

Although Avalon Hill and SSI lead the 
pack when it comes to war games, other 
manufacturers are starting to get in on 
the action. Some warfare programs 
include Broderbund's Opertion Whirl- 
wind (Atari, C-64), NATO Commander 

More Mind Games 
Puziles & Trivia 

Memory Twister— Pyramid Software (C64); 
The Game Show—Advanced Ideas (Apple, 
C64. IBM); Fun With Facts- Advanced 
Ideas (Af^le. C64, IBM); Brain Storm- 
Pixel (Apple); TYiple Brain Tbist-Reston 
Software (IBM); Millionwaire-Brain Bank 
(Apple); TYivia-Cymbat Software (CM); 
Puzzle Mania— Reader's Digest (Apple, CM, 
IBM); British Heritage .lig.'iaw Puzzles- 
Thorn FMl (Atari); European Scene Jigsaw 
Puzztes-Tbom EMI (Atari). 

Strategy & Board 

Bridge 4-0-Art.worx (C64.VIC20; Bridge 
64-Handtc Software (C64); Soiit^Ure & 
Crihbage.-Uata.mofit (Apple): Cribhage & 
Dominoes— Thorn EMI (Atari); Strip Poker 
—Artwonc (Atari); Draw Poker— Avalon 
Hill (IBM); Chess 7.0-Odesta (Apple. 
Atari, C64. IBM); Ch^-Pari(er Brothers 
(Atari, IBM); Cyberchess-Cyber (Apple. 
C64, TflS-89); TI Video Chess-lhxas 
hstrumentx (TI99/4A): Checker:! 2.1- 
Odesta (Apple, Atari. C€4, IBM); Fortress- 
SSI (Apple. .Atari. C64); Backgammon 2.0- 
Dynacomp (Apple, Atari, C&t, IBM, TRS- 
80): Fdslgammoit — Quality Software 
(Apple, Atari), Microgammon-Artsci 
(Apple); Bad(gammon-Od^ta (IBM); Q.S. 
Reversi-Quality Sollware (Apple, Atari); 
Pensate— Penguin (Apple, Atari, C64). 


Tycoon— Bluechip (Apple. Atari. €64. 
IBM); Baron-Btaecbip (Apple. C64. IBM); 
Computer Stocks & Bonds— Avalon Hill 
(Apple. Atan. C64. IBM): Airline-Adven- 
tare International (Atari. C64, TI99/4A. 
TRS-SO): Oil Baixtns-[^)yx (Apple. IBM); 
Chancellor of the Exchequer—Mach-lna 
(Atari): Geopotitique 1990-SSI (Apple, 
C64); L.A. Land Monopoly— Softsmitb 
(Apple); TH0-FS2 Flight Simulator-SubLo- 
gic (TRS-80); IFR Flight Simulator-Acad- 
emy Software (CM. VIC20); Flight Simula 

War Games 

Combat Leader-SSI (Atari. C64): B-I 
Nuclear Bomber— Avalon Hill (Apple, 
Atari, CM. IBM, TI99/4A, TRS-SO); Battle 
For Normaitify—^I (Apple, Atari, C64); 
Legionnaire— Avalon Hill (Apple. Atari, 
C64); Close A.'sault— Avalon Hill (Apple, 
Atari. TRS-SO); London Blitz-Avaloa Hill 
(C64); Panzer- Jagd- Avalon llili (Atari, 
C$4); VC-Avalon Hill (Apple, Atari. IBM. 
TRS-80); Dnieper River Line-Avalon Hill 
(Apple. Atari. IBM, TRS-HO); Eagles-SSI 
(Apple. Atari, C64): Fall Gclb—Simulaiions 
Canada (Apple); Grey Seas, Grey Skies- 
Simulations Cjuiada (Apple). 

by MicroProse (Atari, C-64) and Adven- 
ture International's War (Apple, Atari). 
No matter which war game you decide to 
conquer, remember, if captured just give 
your name, rank and high score. 

Oh, and one more thing— if your 
brain numbs up from all these mind 
games, dust off that old Defender and 
wail on it. i->* 


Introducing the ON RELD 

Sports Series. 

For Sports Game Realism 

\bu can Feel! 

Actual Commodore 64" screen -Other versions may vary 

While the "other guys" have been trying to equal 
our award winning sports games, we've been busy 
creating the nex? generation. ON FIELD" Sports by 

We've set new standards in realistic sports play 
and strategy. With Player Perspective Graphics' so 
realistic, you feel like you're on the field. With the kind 
of strategic choices you'd expect when playing for 
real . . . and then some. And with thinking computer 
opponents whose skills vary according to yours . . . 
whether you're a beginner or an expert. 

Take center court in ON COUPr TENNIS. 
Choose from (4) players patterned after real tennis 
superstars . . . their playing strengths, weaknesses 
and temperament Choose your playing surface . . . 

clay, grass or asphalt. Play solitaire against a world 
class computer player or human opponent. "Anti- 
cipation Control" lets you gain a step on your 
opponent-if you guess right! You even have racquet 
control overground strokes, drop shots, serves and 
smashes— in -bounds and out-of-tX)unds. No wonder 
ON COURT'TENNIS plays like real tennis, rather 
than some version of Pong"! 


Actual Commodore 64 screen— Otherversions may vary 

Ask forthe ON FIELD'Sport Series at your local 
software dealer or write: GAMESTAR, Inc., 1302 
State Street, Santa Barbara, CA 931 01 or call 
805-963-3487. Available forthe Commodore 64", 
and soon for Atari' and Apple* computers. Watch 
out for them -they play to win! 



Pong and Alarl are trade marVa of Atari, 

Apple is a rrademark o( Apple ComDuter. 

Commodore 64 is a (raflemark ot Commodore Electronics, 

S f C V D 

'7 1 •; -f^ 



Most arcade aomes are straightforward— the players with the quickest hands and the quickest minds 
achieve the highest scores. But sometimes a game will have a hidden trick in the program that will allow 
anyone to rack up big points— /Y they know the trick. Here is a situation thot involves one of these devices. 
Would you be able to use it? 


You've summoned the weapons van, 
but two spy cars won't let it 
through , You've run out of oil slicks, 
smoke screens and missiles. To 
make matters worse , a helicopter 
has just joined in the chase. What to 


Don't floor it— you'll just crash. 
Maneuver your car so there's nothing 
directly behind it for a second. Then 
by taking your foot quickly off the 
accelerator, you'll stop and the cars 
and weapons van behind you will 
slide right past. Drop it into low and 
slide up the ramps into the van, and 




By Bob Guerra 


When Zaxxon first appeared in arcades, people were stunned 
by the fantastic graphics and three-quarter perspective. For 
many people, though, the game was as difficult as it was 
beautiful to look at. For the first time, your ship reacted like a 
real aircraft— climbing as you pulled the joystick back, and 
swooping downward when the stick was leaned forward. In 
addition, an altimeter was provided that 
was more than merely decorative, lb 
survive, you had to learn the proper 
readings in order to slip through small 
openings between force-fields. 

Although the new Commodore 64 
vereion by Synapse is not an exact 
duplicate of the original, it actually 
improves on the coin-op by giving you 
more precise control and better graphic 
representation of your ship 's location . 
Those who've mastered the coin-op, 
however, might argue that these changes 
don't make Zaxxon any better— just 

Whatever the case, the object of the 
game has remained intact— destroy the 
powerful robot Zaxxon by penetrating 
his fortress and scoring direct hits on his 
missile launcher. Along the way you 
must survive attacks by enemy guns and 
guided missiles while destroyuig fuel 
tanks to replenish your own 
shuttlecraft's supply. Between fortresses 
there is a deep space dogfight where it's 
you against up to eight enemy planes. 


Since you begin with three ships and receive only one 
additional ship at the 20,000-point mark, make each one last 
as long as possible. You must be able to strafe the Asteroid City, 
perfect your dogfighting skills in Deep Space and precLsely 
maneuver your craft through openings in the electrified walls 
of Zaxxon 's fortress. Surviving the entire scenario through four 
or five levels will guarantee you ascore that's out of this 


When the game begins, bring yourshuttlecraft up to 
maximum altitude and as far right as possible. Once you pass 
over the wall, descend to the lowest level and begin blasting 
away. Sweep wide to the left and then back to the right, 
destroying everything in your path. By staying low. you will 
avoid guided missiles, which can't fiy as low as your plane. 

After flying over the small wall, you can descend and, again. 



wide to the left 


everything in 

your path. 

Stay low and 

you'll avoid the 

guided missiles." 

sweep left and then right. If you occasionally fly slightly above 
the lowest altitude, you will be able to destroy gun 
emplacements that are firing at you, white their shots pass 
harmlessly below your plane. 

TVy to destroy as many grounded enemy planes as possible, 
because every plane you wipe out on the asteroid will be one 

less you'll have to fight out in space. The 
first time through, however, you'll only 
be in space for a limited amount of time 
no matter how few planes you shoot 
down. You should, therefore, go after 
the big point.s rather than concentrating 
your efforts on shooting all the planes. 

One of your best sources of points will 
be the radar towers. They're worth 
1 ,000 points, which is the same amount 
you get for wasting Zaxxon himself, The 
one you hit as soon as you come over the 
first wall is easy, but two others on the 
first asteroid can be tricky. The first is 
on the left, just past the force-field. By 
gliding over the top of the force-field as 
low as possible and swooping quickly 
downward, you can hit the tower before 
continuing on to the airstrip at the right. 
After strafing as many grounded planes 
as possible, blast the final tower at the 
end of the runway, Be sure to begin 
climbing as soon as you've hit the radar 
tower, to avoid colliding with the last 
wall of the asteroid. 


The dogfighting .sequence is, in many ways, the most 
difficult part of the mission. As a general rule it's a good idea 
to stay low when the enemies are high, and high when the 
enemies are low, firing constantly. This way, you'll be able to 
hit them as they change altitude. Although there are no 
shadows in .space, you'll be able to gauge your altitude by the 
size of your plane and by using the altimeter 

Since you have more control over altitude than your enemies 
do, you're less likely to get hit during changes in altitude. The 
enemy planes have all kinds of mobility at one altitude, 
however, so you'll have to watch out for them backing into you 
from the bottom of the screen. 

Satellites can only be destroyed when you're at the highest 
altitude, but since they're only worth the amount of three 
enemy planes, don't go after them if the enemy planes are up 
high. Remember, the first time through you don't have to 
eliminate the full quota of planes shown under the "EP" on 


your instrument panel. Therefore, make survival your primary 
objective at this point. 

Following the dogfight, you'll approat^h Zaxxon's fortress. 
Again, by staying high and to the right you'll be able to get 
over the first wall with no problem. The rest of the fortress 
consists of regularly spaced walls dividing the asteroid into 
several sections— each one containing an assortment of fuel 
tanlfs, radar towers and gun emplacements. 

Since each wall has an electric barrier at the top, with only a 
small opening below the barrier to fly through, your first 
concern should be finding your way through this opening. As 
you approach each wall from a low altitude, try to align your 
ship horizontally with the opening. Then fire like crazy while 
watching the wall to see where your shots hit. Bring your 
plane up until you see your gunfire passing through the 
opening and then hold 'er steady until you're on the other 

Once you familiarize yourself with the fortress and can find 
your way through the openings quickly and easily, you'll be 

able to sweep down and strafe most of the fuel taiiks. radar 
towers and guns before climbing to pass through the opening. 
When you reach advanced levels, the strafing of fuel tanks will 
be especially important, because you'll start to burn fuel at a 
tremendous rate. 

When you've made it past the final wall, there'll be just 
three more fuel tanks and an easily avoided missile between 
you and Zaxxon. When you see the grid of .squares on the 
asteroid floor, start blasting away as the robot rolls into view. 
By scoring three direct hits on the missile- launcher on 
Zaxxon's left side (your right}, you'll destroy him and move on 
to the next round and increased difficulty. 

Although the second board is set up differently than the first, 
from here on out all odd-numbered boards will be similar to the 
first, and even-numbered boards, to the second. The game's 
difficulty levels off after about the fifth or sixth board, with 
the greatest problem being the increase in fuel consumption. 

If you make it this far, give yourself a pat on the back (just 
remember to pause the game first). According to Peter Adams, 
designer of the C-64 version, only first-rate players ever make 
it past level four. 





Unlike Dragons 's Lair, Space Ace doesn't have one definitive 
solution, lb begin with, the game features three sitill levels- 
Cadet, Captain and Space Ace. Secondly, within each level 
there are several scenes that can be avoided altogether by 
simply not "energizing," or by taking an alternate route. There 
are even instances when more than one move will produce the 
same correct result. 

The following .solution provides one of 
the quickest ways to successfully S i 

complete the Cadet level. Because it 
eliminates several scenes, there are 
fewer moves to make and your score, 
although impressive, won't be the 
maximum possible. First you are given 
the correct joystick move— U (Up), D 
(Down), L (Left) or R (Right). Firing 
Ace's laser pistol or energizing will be 
listed as B (Button). After the move, a 
description explains specific timing and 
its purpose. 



R— When Dexter jumps off the large 

rock (tojump out of the line of fire). 

L— Once Dexter's on the opposite ledge 

(to move him away from laser blasts and 

toward his ship). 

L— Once Dexter reaches the small rock. 

(Although it says "energize," just wait 

and he'll come to the stomping droids.) 

L— Right after first stomper lifts for the second time. 

L— Likewise for the second . . . 

L— The third... 

L— And the fourth . Now you get to rest until Kimmy says 



U— To avoid crashing. 

L— To avoid crashing. 

U— To avoid crashing. 

B— Tb shoot the large ball. 

L— lb avoid crashing. 

B— To destroy second large ball, 

D— To avoid crashing. 

B— Wipes out the final ball. 


U— lb move down hallway. 

R— To take corner. 

U— To continue down the corridor. 

U— After Dexter runs over the green platform. 

B— To energize. Then wait untjl after Ace laughs. 


the button 

as Ace throws 

the purple felines 

off his shoulder. 

That will make 

him shoot Shag 

as he appears. 

Blast him again." 

R— Tb take corner, 

B— lb blast enemy guard. 

L— T^kes another corner. 

U— When you see Ace in front of rouod opening. 

B— To shoot second enemy guard. 

R-— After Ace turns back into Dexter. 

R— After Dexter sees Kimberly on Big- 
Screen TV. (He'll run through two 


L— The instant the laser fires the second 

time. (Dexter will land on a floating 

platform that looks like a short 

triangular fret board.) 

R— The moment the second board appears. 

L— To jump onto new fret board. 

U— Tb jump ahead to the board in front. 

L— Dexter leaps onto final board and 

approaches a landing with two openings. 

R— Immediately when the openings 

fiash. (Dexter will land among some 

shaggy creatures.) 

U— Tb run through the small opening. 

R—Tbikes comer. 

L— T>ikes corner. 

U— Instead of energizing, go forward. 

You ' 1 1 save yourself a lot of aggravation . 

L—T^es corner. 

R— T^kes comer. 

U— When Dexter comes to a stop. 

U— Again, when he's about to stop. (Tb 
climb into his spaceship. Dexter will fly off and land on 
another small planet. After climbing out of the ship, an ugly 
black-tentacled creature will approach Dexter from behind.) 
B— Tb fire when the creature touches Dexter's shoulder. 
U— Tb run away from the big orange Shag. 
B— To energize. 

B— As soon as Ace throws the purple felines off his shoulders. 
(This will cause him to shoot Shag as soon as he appears.) 
B— To blast Shag again. (Fire as Ace runs into Shag's arm.) 
L— When Ace turns back into Dexter and lands on the 
crumbling cliff. (As Dexter escapes, he will accidentally fall 
into a narrow spiked opening that's about to close on him. 
Fortunately, there's a rope.) 

L— To reach over to the rope. When Dexter gets out he'll see 
what appears to be Kimberly standing on a ledge. 
B~Right after Kim says "Beware your dark side." 
L— Tb climb through hole, 

D— As Dexter sinks into the water, move him downward when 
the screen says "energize." 
L— Tb escape from multiple dark sides. 
L— Again, and quickly, so you won't get blasted by the multiple 
dark sides. 


space Ace is the follow-up to Doa Bluth's 
phenomenal Dragon's Lair— the first laser- 
disc arcade game. Space Ace virioally 
eliminates the annoying break between 
images in Dragon's lair, and features 
several different routes you can take to get 
to your final destination— killing Barf. 


After sliding down a shoot, Dexter will land right on the seat 
of a motorcycle. 

R— As soon as Borf's Bikies begin firing at Dexter. 
L— Tb reverse direction when Dexter runs into a second group 
of bikies. 

B— To fire at pursuing motorcycle. 

D— As Dexter approaches the top of the checkered ramp, he'll 
begin to glow, indicating it's time to energize again. Instead, 
pull back on the joystick to bring him back down the ramp. 
B— When Dexter pulls up beside Kimmy, the doorway behind 
them will light up as the final pursuing bikie rides through. 
Shoot him immediately 


"Now you die! " Borf says as he presses the button releasing 
the Black Eel. 

R— Dexter and Kimberly will grab the aquafins. 
B— Bight after Dexter yells. (To shoot the eel,) 
L— lb get into oxygen bubbles. 
D— To escape from the eel. 
L— Tb escape from the eel. 

D— Again, to escape from the eel. 

B— lb blast the eel. 

B— lb shoot some blue squid. 

Lf— T:i grab the aquafins again. 

L— When you see Dexter and Kimmy riding side by side. 

(This will get them safely out of the tank and onto a round 


U— When the round opening in the middle lights up for the 

third time (yellow). 


Because this final section requires many carefully timed 
moves in rapid succession, it is the most difficult part of the 
solution. When Dexter and Kimberly arrive, they will be 
greeted by Borfs evil little henchmen. 
B— To fire as they approach the platform. 
B— To fire again (almost immediately following the first shot). 
R— lb avoid getting hit by the Infanto Ray blast. 
L— As Dexter runs down the ramp to turn down the blue ramp 
on the left. 
B— lb energize. 




win ^^^IV 




l^« ^f 




^ * 





'^^•^ nvn,^ 




By Dan Gutman 

f ^ 

om Snyder doesn't have a Ph.D. in education 

and he's never written a book on his theories of 

Hearning. But Snyder, just 34 years old, is one of 

the leading educators in the nation today. He is 

the creator of Snooper Ttoops and /;? Search of 

the Most Amazing Thing (Spinnaker Software), 

two of the best-selling games in the short history 

of educational computing. Tom is the president 

of Tbm Snyder Productions, a 15-person game 

development company. His latest creation , Run 

tor the Money (Scarborough) continues in the Snyder tradition— to 

teach the player something useful in a fim game witlwut the .slightest 

hint that the player is being "educated." We talked with Tom in New 

York City recently. 

CG: How did you first get interested in computers? 
TS: When I was 13 or so I started getting really bored in school, iwent 
to the library one day and found this book— .So You Want lb Be a 
Computer Pwgramnier— which I definitely didn 't. It txjld how to build 
little circuits. So I designed a computer during geogr^hy class one day. 
I showed it to my Dad and he said, "You ought to send that in to IBM." 
Sort of a cute thing. So I did. Then 1 came home from school one day 
and there were a couple of thousand dollars' worth of computer parts 
on the front lawn, with a letter saying give it a try and remember us 

Tom Snyder— The Elvis of educational games 


when you grow up. 
CG: Did you? 

TS: No. I didn't do anything else with 
computers until I was a French Literature 
m^jor in college. The micros had come 
out, and I bought a Model 1 at Radio 
Shack for a lark. I learned BASIC in a 
night and started programming. I love 
BASIC. 1 think it's a great language, but 
you can't sell games written with it. 
CG: So you began designing games? 
TS: No, I began playing rock and roil. 1 
have been in a lot of phenomenally 
unsuccessful bands since high school. In 
1 969 1 got a recording contract from Capi- 
tol Records with a band called T. Feni- 
more. We went to Los Angeles and 
recorded an album that didn't do that 
well. In the last couple of years I've been 
writing songs about kids and computers 
like Doctor Micro, Flipped Out on Control 
and Run for the Money. 
CG: Based on the game? 
TS: Yes. I wanted to make a business 
game for kids that went beyond most 
business games, which are sort of the 
lemonade stand thing— you sell four cups 
of lemonade and you add sugar, then the 
next time the computer says you sold six. 
I wanted to create a game in which kids 
were dealing with all sorts of issues that 
occur in the business world. In Run for 
the Money, each kid takes a factory and 
they have to buy raw materials, convert 
them into finished goods, set their j)rice, 
sell them and advertise. It's really cool. It 
sounds complicated for children, but 
we've found that kids are capable of 
doing stock options and proxy votes, even 
mergers and takeovers. 
CG: And is that what the song is about? 
TS: Well, I didn't want to come off say- 
ing that kids ought to run for money all 
the time. That seemed sort of crass. The 
theme of both the game and the song is 
that the adult business world is just a 
game, and you might as well learn to play 
the game and not take it too seriously 
CG : Your games seem different than most 
educational games, from Snooper Troops 
to In Search of the Most Amazing Thing to 
Run for the Money. 

TS: I don't really believe that educa- 
tional software has arrived yet. A lot of 
people have rushed into this market and 
are creating junk. The reason this 
industry has turned out such pathetic 
stuff is that they use the educational 
expert approach— get some doctoral stu- 
dent who has theories on how kids should 
learn. Home education can't be so curri- 
cular. What has educational theory done 
in the schools in the last 20 y^ars? They 



the last twenty 

years they took 

Tom Swift out 

of the schools 

and replaced him 

with unreadable 

boring fiction." 

have successfully gotten rid of 1bm Swift 
and Nancy Drew and replaced them with 
unreadable boring fiction . I'm just afraid 
they're going to get their hands on 
software and give it to the experts. 
CG: What's your theor\' of educational 

TS: I think that just about any game is 
educational on some level. Our approach 
is to take whatever information we want 
to teach— say states and capitals— and 
create an environment in which those 
things matter. For instance, we just 
finished a game called Agent USA , which 
is a killer of a game where you're running 
all around the country on trains trying to 
plant a "fuzz bomb." It's got a hundred 
cities in it with the real cityscapes. You're 
constantly running from Seattle to Den- 
ver and down to Tallahassee and up to 
Bangor, Maine, and you learn so much 
about the country without having the 
slightest idea you are doing it. It's like a 
Robert Ludlum book. 
CG: 1 would think that when kids come 
home from school, the last thing they 
want to do is learn. I'm surprised more 
companies aren't doing similar games. 
TS: When I did Snooper Troops in 1979, 1 
was terrified that it would be ripped off 
from me. 1 rushed it out, and five years 
later no one else has done anything like 

CG: What kinds of games do you like? 
TS: My two favorite games in the world 
Football. You know a lot of times when 
you play an arcade game, there is that 
bubble around you? You don't want any- 

one to be around or intervene. It's really 
antisocial. I like games that have big open 
spaces where people can interact. Ameri- 
cans are so socialized that all our really 
popular sports have open .spaces in them. 
If you go to a soccer game, you just 
scream the whole time. With baseball, 
everyone is thinking, and that's the 
essence of good games, 1 think. With 
intellivision Baseball, you can break out 
a six-pack and play for three hours. The 
game stops, we talk and I say how did you 
do that, that was a good play, what kind 
of pitch was that? It's a social experience. 
CG: And your games seem to be the same 

TS: Yes. What we dom make a list of all 
the things that we would love to hear one 
person say to another while they are play- 
ing the game. Like, in a business game, 1 
want a kid to say, "1 wonder why the 
monkeys aren't buying from me? Is my 
price too high?" Or something like "Boy, I 
just realized I'm paying 15 cents for each 
raw material and I'm selling it for 14 
cents!" You sort of try to evoke a reac- 

CG: Do you dislike arcade games and 
shooting games? 

TS: No, I love those games too. I like 
playing them and I like watching them. 
But this "nuciear-issue-confiict-resolu- 
tion-scene" really Ixtthers me. A lot of 
companies pretend to have a piece of 
software that's really socially responsible 
— "Get your kids to tr>' and resolve a 
complex political situation between 
America and Russia. In the event they 
can't, you have the following nuclear 
arsenal at your disposal — " And then 
the politics part of the game lasts for a 
minute and the war is the rest of the 
game. It just seems like a dangerous idea 
to give the next generation of kids that 
are coming along- you can press a button 
and make a lot of damage. 

Of course. I could be wrong. 1 wouldn't 
be surprised if in five yean; we find that 
these games have a fantastic therapeutic 
effect on kids who have no other way of 
acting out aggressive feeUngs. If they 
want to blow the hell out of something, 
it's better to do it in an arcade than in real 
life, so who knows? My bias goes a little 
bit toward 1 don't dig them, and I don't do 
them . I read one review that said a partic- 
ular game was violent, but at least you 
are always violent against these aliens, 
Well, what the hell are aliens? They are 
Lithuanians, they are people who are dif- 
ferent. We're working on a war game 
right now, simply because I want to do 
one right. 




CG: What kinds of games do you think 
we'll see five years from now? 
TS: With more powerful 32-bit proces- 
sors coming along, there will be a real 
temptation on the part of designers to do 
very explicit physical simulations of 
things beyond the pinball games and 
flight simulators we have now. Simula- 
tors are what really got computers 
started, and they're going to be the name 
of the game. Computer are going to open 
up the possibilities of experiences people 
can have. We are doing a sailing simula- 
tion for Spinnaker that is fantastic. 

In the real world you can chuck a ball 
up and down, and you can simulate that 
on a computer. But a computer can go 
beyond that simple simulation. The com- 
puter can say, "Wait a minute. What if 
there was no gravity? What if gravity was 
half^ What if everything was upside- 
down? What if there was no atmosphere, 
and no friction?" Then you can build a 
great simulation and let the player go in 
and screw around with all of the parame- 

CG: Which computers do you consider to 
be the game-playing machines? 
TS: I'm really disappointed with the 
companies that are promising the world 
that they can deliver a computer for a 
very small amount of money. I have .seen 
so many people get burned buying the,se 
machines that crap out a couple of 
months after you bring them home. I 
would like Atari to make it. That is a good 
machine that is well-documented and 
works. I can do even more on the Atari 
than I can do on the IBM PC. 
CG: For instance? 

TS: Scrolling. High-speed animation of 
many characters. Sound. All of our things 
on the IBM sound weak. Let me tell you 
the true piece of *'** computer out on 
the market right now. Unbelievably dis- 
appointing. The PCjr. A d^igner's niglit- 
mare. I'll tell you why. If you write a 
short machine language program for it 
and a comparal)le one for the Commodore 
64 with no scrolling or voices, the Com- 
modore 64 is twice as fast as the PCjr. It's 
supposed to be for kids and families, and 
It's worse In graphics than anything on 
the market. It shows that IBM doesn't 
know what they are doing in a consumer 
market. They come to us all of the time 
and want to publish our games, but we 
say no. They have no idea about fun. 
CG: It must be tempting for you to let a 
big company come in and bankroll your 
operation for you. 

TS: It's very hard to do what we are 
doing. It costs $70,000 a month to keep 


Cash 800 

Casli 80O 

our company alive. And if you're into 
software, peoplejust want to put a funnel 
in your roof and pour money in. But it 
wouldn't make any sense. Software 
development is like sculpting granite with 
sandpaper. To let a big company come in 
and put a million bucks into us would 
cause us to lose that fine edge. They'd run 
us like a big business and it wouldn't 

CG: You were saying the inexpensive 
computers were disappointing. What do 
you think of Apple's Macintosh as a game 

Tom Ryder's Run For The Money 
(above) will have yoo baying raw 
materials, fixing prices, selling, 
advertising and blasting off from the 
planet Simian. At left. Snooper 
Troops and In Searth Of The f/iost 
Amazing Thing. 

TS: I love it! it's fantastic. We have a 
play-testing center at the office, and the 
Macintosh just sits there and sucks kids 
over like flies to honey. It's so powerful. 
People are getting more sophisticated 
about their intuitions. If you draw a little 
square on the Mac and take a hand and 
move the whole thing, even a kid who 
knows nothing about computers is gonna 
say, "Holy smoke, Ijust moved that thing 
on the screen!" And the technical person 
will say, "Boy, that's a lot of memory to 
move that quickly." But everyone seems 
to have an instinct for things that are 
phenomenal. And the Macintosh Is so 
phenomenal technically that it excites 

CG: What kinds of games do you dream 
of doing on a machine like that? 
TS: I have this idea that's really esoteric. 
You build a tower, kind of like the tower 
of Babel- You have all these construction 
materials and you build it higher and 
higher. You climb up to the top, and you 
can see things on the horizon that you 
couldn't see before. You can't see this 
really complicated and beautiful world 
out there unless you build it higher and 
higher. And in order to build it, you have 
to use good building principles. Some- 
thing like that would be perfect for the 
Mac. i_^ 





A ■ t 




Put yourself in the pilot's seat of an advanced AGX hypersonic fighter! The year is 2096 and 
the time is now. Your mission is to destroy COMPUTER CONTROL, a renegade CPU out to take 
over the universe. YouMI fly in low over awe-inspiring scenery whose beauty just might be your 
end. Guarding the approach to its fortress is an endless array of computer controlled FLAK 
batteries. They always seem to know where you are, where you're going and where youMJ be. 
You fire, evade, fire again ... Your hand tightens around the flight control, you push harder on 
the fire button, the tension builds ... Can you take it? Will you survive the FLAK? 

BY: Y. Lempereur 
and A. Marsily 


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Computer Game 


The New World is waiting to be discov- 
ered, and it's all yours to explore, plun- 
der, discover lost cities, kill and return 
to Spain to the acclaim of your country- 
men. Of course, it's not alt fun. You can 
get completely lost, your men can panic 
or mutiny, and you can starve to death. 
Nobody ever said discovering America 
was going to be easy 

Before you set sail, stop off at the out- 
fitters to stock up on food, provisions 
and your crew. This decision is impor- 
tant, because once you hit the New 
World your food supply dwindles every 
day and the natives get very angry if you 
don't have any trinkets to leave them. If 
you're in the mood, you can just take 
their gold and mow them down Robo- 
tron-style. but that doesn't earn you any 
brownie points back home and word that 
you are a creep travels very quickly to 
other villages. They will act accordingly 
when you visit. Ifyou'renice tothe 
natives, they'll help you find gold and 
maybe even let you have a few native 

As you explore the Americas, the com- 
puter constructs maps of where you've 
been , (Hint: find Florida first to get your 
bearings.) Watching the map take shape 
is a kick. Once you explore both conti- 
nents, you can be a real pioneer and use 
the random continent generator. The 
entire game is controlled by the joystick. 
Seven Cities does demand some 
patience, but it is engrossing and even 
educational once you get into it. Warn- 

BUYER'S Guide 

By Shay Addams and Dan Gitfman 

ing: the documentation is very slick and 
professional, but doesn't say much about 
how to play, or even load the game. And 
in the Atari and C-64 versions, it takes 
nearly a half an hour to prepare the 
"map disk" used to play the game. 

Electronic Arts, for Atari computers. 
Also available for Apple, C-64, IBM. 

(while the computer moves the ninja). In 
combat, the flying leaps are often as 
funny to watch as the game is fun to 
play Two players can also choose to take 
turns controlling Lee against the com- 
puter-controlled Yamo. 
Datasoft, for Atari 


Naturally, this one's a punch-'em-out 
rather than a shoot- 'em-up. Your ani- 
mated Bruce Lee has to find a wizard 
and kill him, but must first collect 
Japanese lanterns hanging from the ceil- 
ings in order to activate secret doors into 
the other rooms of the extensive 
fortress. Two opponents block the way— 
a solid black ni^ja, with his bokken 
stick, and the green Yamo, a sumo wres- 
tler who can kick and karate chop with 
the best of them. Finish them off, and 
they quickly reappear at the top of the 
screen to interfere with your progress. 

More dangers loom as you advance, 
including deadly electrical charges, 
exploding bushes and the wizard him- 
self. You can jump and duck to avoid 
blows, and climb vines to reach other 
levels of the multi-tiered rooms. Martial 
arts have never been so well incorpo- 
rated into a game. Animation is great, 
especially the flying drop-kicks that are 
unique to Lee. But the game wouldn't 
have received an A if not for the two- 
player option that pits you as Bruce 
against a player controlling the Yamo 



This would be a good game if we 
hadn't fallen in love with the superior 
Atari arcade game. This version has the 
look of the arcade original, even without 
those spectacular vector graphics, but 
theplay action just isn't there. Instead 
of pointing your guns where you want to 
shoot, you move a cursor around the 
screen and the shots go to that location. 
The guns themselves never move. Since 
the stars in the sky don't move in rela- 
tion to the way you move the joystick, 
you don't get a sense that you are con- 
trolling the ship's direction at all. And 
for some reason, the stars are still there 
during the tower sequence. The trench 
sequence is pretty faithful to the orig- 
inal, and is the only real challenging 
part of the game. The inspiring Star 
Wars theme music has been preserved, 
but the "red boxes" segment has been 
left out as well as the voice synthesis. It 
is a good effort, but 5£ar Wars is a game 
we really wanted to like more. 

Parker, for Atari computers. Also 
available for 5200, VCS, ColecoVision/ 
Adam, C-64. 



While Parker Brothei-s chose graphics 
over play action on their 5^r Wars 
cartridge, they put play action first in 
this case. It pays off. This game, which 
looks something like (?a/aga-in-the- 
round, feels a lot like the arcade orig- 
inal. Satellites, meteors and enemy 
planes swirl frantically around the 
screen to the tune of Bach's Tbccata and 
Fugue in D Minor You move in a wide 
circle around the playfield picking them 
off, and you can get double fire-power if 
you hit the middle molecule. When you 
reach a planet, you get a Chance Round 
in which you can waste an army of satel- 
lites without having to worry about them 
firing back. But the real goal is to reach 
Earth, and you've got to pass Neptune, 
Uranus, Saturn, Jupiter and Mars before 
arriving there. While the game doesn't 
have a lot of depth, it will appeal tx) all 
of us who never tire of shooting things. 
And these creeps never stop coming at 
you! The enemies shoot at you more 
than they did in the arcade game. One or 
two players. 

Parker, for At-ari computers. Also 
available for 5200, Adam/ColecoVision, 

rescue him. Exploring the Guild Hall 
turns up a few scrolls with more spells, 
and a copy of the Encyclopedia Frobiz- 
zica sheds new tight on the mythology of 
the Great Underground Empire, its curi- 
ous history, oddball kings and other 
characters. The first real problem 
involves leaving the Hall to look for 
Belboz— a "warning nymph" refuses to 
let you exit through the only door. 

Outside, a world of weirdness awaits 
beyond the Twisted Forest. The terrain 
is a combination of above-ground and 
subterranean locations, including snake- 
fdledpits, caves, a castle, an amusement 
park and Fori, Griffspotter. Magic 
remains the key to solving most puzzles, 
as in Enchanter, but some new spells 
come in handy: "izyuk" allows you to 
fly, and "meef will turn a Caesar salad 
into dust. The former is essential when 
you reach the Glass Maze, whose clear 
walls, ceilings and floors can lead to sud- 
den death if you stride boldly into a room 
that has no floor. Magic potions are 
handy in other tight spots. 

It's a vast world, full of puzzles that 
are more difTicult than those in Planet- 
fall and Enchanter— hut nowhere as 
ion^ as Zork or Infidel. The new 1,000- 
word vocabulary, made possible by 
breakthroughs in programming tech- 
niques, will serve you well. Meretzky's 
inimitable sense of humor romps 
throughout the story, and his fiair for 
conjuring up a convincing alternative 
universe is unparalleled. 

Infocom, for most computers 


Belboz, leader of the Enchanters' 
Guild, has vanished. He's evidently 
under the spell of an evil demon, Jeearr, 
and it's up to you and your Spell Book to 

Smce Taxi a 

Some games give you free reign to 
recklessly roam the screen, bouncing off 
the walls if you like. Otheni demand 
slow, intense precision to stick to a safe 
path. Space Taxi is the latter. You've got 
to maneuver your taxi with short hor- 
izontal and vertical thrusts to pick up 
passengers and deliver them to landing 
pads across the playfield. You have no 
enemies and you don't shoot anything, 

but magnets, shooting stars, narrow pas- 
sages and black holes make the driving 
very difficult. Your score is registered by 
the money you earn in fares and tips. 

If that were all, Space Tkxi would still 
be an excellent game. But it's also a 
breakthrough game— the first Commo- 
dore 64 game with clearly intelligible 
voice synthesis right on the disk. Pas- 
sengers shout "Hey Taxi!," "Pad 5 
please" and other phrases when you 
pick them up or drop them off. While the 
voices are not necessary (the words are 
also written on the screen), they add a 
nice ttmch. There are few other sounds 
in the game. The graphics are better 
than average. 

This is not a gline for the hyperactive. 
You've got to be extremely awl, exacting 
and patient. There are 24 completely dif- 
ferent screens to get through. The first is 
ridiculously easy, but you'll be sweating 
by screen six. Recommended for experts 
and beginners. 

Muse, for C-64 


After noting that International Soccer 
is a state of the art sports simulation 
with realistically animated players and 
outstanding graphics, let us quickly add 
that the state of the art for computer 
sports games is still in the Mesozoic 
Period. While recent gam&s like Game- 
star's Star League Baseball and Elec- 
tronic Arts' One-on-One are spectacular, 
they still don 't come close to duplicating 
real-life games. 

For example, here are some of the 
built-in limitations of International Soc- 
cer: you can only control one of your six 
players at a time— the one closest to the 
ball. When you kick the ball, it always 
travels the same distance, and only goes 
in the direction you're facing. Players 
can run through other players as if they 
were ghosts. You can't control where 
your goalie dives, only when. 

Nevertheless, International Soccer is 
fun to play, especially against a human 


opponent. The game deserves a good 
grade because it's the best we have- 
right now. 
Commodore, for C-64 

- Js?o"sjivii gfF? mnm.,. 


Instead of sending ores and dragons to 
t<ill you as most role-playing games do, 
this one dispatches tribes of Amazon 
warriors, swarms of diseased mosquitoes 
and other real-life menaces as you 
search for the Inca's Lost City of Ka in 
the Peruvian jungle. The character 
generator assigns hit and endurance 
points for up to four team members: a 
Medic, Field Assistant, Guard and Radio 
Operator. Then you visit the menu- 
driven trading post in Iquitos, Peru, for 
food, grenades and other gear. A quick 
trip to your base camp in the jungle fol- 
lows, where your team is represented by 
four white dots on a Mank screen. As 
you press keys to move them, the area 
they've just entered appears; different 
colors distinguish jungle, Incan ruins 
and the murky Amazon. When natives 
attack, each member can act individu- 
ally; combat results and other messages 
are flashed at the bottom of the screen . 
(You never see the enemy, however.) 
Silver and gold relics you stumble across 
can be sold back in li|uitos, enabling you 
to buy more supplies. 

Mappi[ig each sector (screenful) of the 
jungle and subterranean mazes is man- 
datory, or you'll soon be hopelessly lost. 
If the whole team is wiped out, the expe- 
dition is cancelled and you must form 
another. But a .session can be saved to 
the game disk and restarted from that 
point if you later remove the disk before 
your last man dies. Two teams can be 
saved on disk, so a pair of players can 
compete (though both can't play 

The final maze scene features ani- 
mated action. There's also a rich vein of 
humor here: instead of gold artifacts, 
you often find "an empty Perrier bottle." 

Penguin, for Apple 


Your vehicle's a James Bond special: it 

can fly straight up in the air, dive below 
the water, and packs lasers for knocking 
out airborne targets and flare bombs for 
underwater foes. Scenes from Bond films 
form the basis of the four missions, ail 
staged on horizontally .scrolling screens. 
In Diamonds Are Forever, you bounce 
across a crater-pocked desert, avoiding 
bombs from indestructible satellites and 
blasting away at big diamonds in the sky. 
Success leads to an ocean scene, where 
these enemies are abetted by frogmen 
firing from below. The goal is to land on 

ComwuTER Game Or Tm Month 

^ — tMs Is blanolwts 4ump 

KING'S Quest 4+ 

If you're weary of walking through move fast enough. All of Daventry's 

graphic adventures by typing "go inhabitants are equally well-animated, 
north," this revolutionary breakthrough The scenei^ is illustrated with fine 

should be at the top of your software detail and lush colors, and Sir Grahame 

shopping list. It's the first fully animated can walk behind or in front of some of 

adventure: you control, viajoystick or the trees, rocks, houses and other 

cursor keys, the movement of Sir Gra- objects. This lends a sense of depth that 

hame as he treks through the land of borders on the three-dimensional. Sound 

Daventry in search of a magic mirror, a effects accompany many scenes. The 

chest full of gold and a magic shield. The only problem is that occasionally your 

animation's excellent. His legs and knees character gets stuck if he gets too close 

bend, his arms swing and he can also 
jump, duck or swim if you hit the right 
key or fire button. 

Standard adventure game commands 
like "look at rock" are entered from the 
keyboard. There are plenty of intriguing 
puzzles to solve before Sir Grahame can 
fulfill his quest and inherit the throne 

to a rock or other picture element and 
can't get loose— so that's it for that ses- 
sion . Fortunately, the game can be saved 
in progress. Even with this slight quirk. 
King's Quest represents a remarkable 
achievement. It's like playing an ani- 
mated cartoon , but requires more than 
the eye-hand coordination of an arcade 
game [\ke Space Ace. In fact, this game 

from King Edward. A variety of menac- 
ing creatures— wolves, trolls, ogres— and does more than just point the way for 
a witch and evil sorcerer will make pie graphic adventures of the future— it 
crust out of Sir Grahame if you don't opens up a whole new sub-genre. 

Sierra, for PCjr 


a floating oil rig that's visible only by the 
light of the exploding diamonds, so sharp 
timing and reflexes are vital. The rest of 
the missions, from Moonraker to For 
Your Eyes Only, also take place at sea, 
against everything from space shuttles to 
mini-subs and helicopters. 

The different missions and variety of 
enemy weapons make Bond an excep- 
tionally challenging shoot- 'em-up. It's 
also interesting to have a definite pur- 
pose at the end of each mission, instead 
of simply shooting everything that 
moves. Graphics and sound are simple, 
but the action's intense all the way. No 
bonus ships are granted, but you don't 
have to start over from the first screen 
when you get wasted. A high-score dis- 
play would have been nice. Two skill 
levels. Two-player option. 

Parker Brothers, for Adam, Atari, 

DALLAS Quest a 

Gorgeous artwork makes this one of 
the best-looking graphic adventure 
games ever. The plot's not half-bad, 
either. You're working for Sue Ellen to 
find a map showing the location of some 
oil fields Jock discovered on his last and 
fateful trip to South America. There's a 
one million dollar reward, so you shrug 
off the fact that J. R. is out to do you in 
and grab the map for himself. Dallas 
fans may be disappointed to learn that 
little of the game revolves around the 
Texas locale after you manage to escape 
the thugs J. R, hired to keep you from 
leaving Southfork. 

The action quickly hops to a South 
American jungle, oddly populated by 
elephants, lions and other animals that 
show up to help or hinder your progress. 
J.R. makes an occasional ^pearance, 
too. The jungle scenes are vividly 
painted, and you'll find some well-con- 
structed problems throughout the game. 
The two-word parser is not as unwieldy 
as most, thanks to a large vocabulary. 
You can make it easy on yourself by ask- 
ing the program for a clue. It wjll furnish 
nine in each game, though only one per 

problem. Sound effects complement 
many scenes, and the C-64's sprite capa- 
bility is excellently employed to produce 
dramatic 3-D effects and interesting spot 
animation. Eight games in progress can 
be saved to the game disk . 
Datasoft, for Commodore 64 


Formulaforaknock-ofT: take a smash 
hit (Ultima If), get rid of one element 
(the time doors), and alter the user- 
interface {with an option for joystick- 
controlled action). Questron'a scenario- 
defeat an evil magician— is identical to 
Ultima's, and the play mechanics are too 
familiar to be a coincidence (you move 
about a similar horizontally scrolling 
screen that depicts the landscape). 
Tbwns, castles and dungeons, some with 
3-D graphics, can be visited to stock up 
on weapons, food and other essentials, 
or to seek treasure or clues. (These are 
portrayed like their counterparts in 
Ultima I.) The blackjack and roulette 
tables in some towns provide an interest- 
ing means of increasing your gold stash, 
and may prove more fun than exploring 
the rest of this fantasy role-playing game 
(incorrectly described on the packaging 
as an adventure). 

It's a two-disk game, but can be played 
with a single drive. That means lots of 
places to explore, The 60 kinds of mon- 
sters include everything from Fire Bee- 
tles and Flesh Renders to Manglers and 
plain old bears. Effects of your weapons 
and their blows are flashed onscreen 
during combat, but there's no genuine 
animation. The joystick option is a relief 
from the burden of typing in commands, 
and your menu of 17 alternative actions 
is always visible, so you don't have to 
keep looking down at a reference card. 
Games in progress can be saved. If you 
enjoyed the Ultima series and can't wait 
for the next sequel, Questran will keep 
you fairly entertained for some time, If 
you detest obvious knock-offs, keep your 

Stragic Simulations, for Apple 


In this graphic adventure, you wake 
up inside a nuthouse. (Apparently, that 
last Infocom game drove you completely 
over the edge.) The goal is to escape the 
Institute. Normal methods don't apply 
here: you won't find a hidden key or 
magic word that ofTens the front door. 
The counselor is no help, either, insist- 
ing that you must be locked up for your 
own sake and to protect society. Like all 
shrinks, he blames your "insanity" cm 
something that happened in your child- 
hood. You might pick up clues from the 
roomful of howling lunatics, however. 

The graphics, prepared with Penguin 
Software's Complete Graphics System, 
are humorous and good-looking. You can 
switch them off to speed up the game. 
When you type in a command, the pic- 
lure vanishes and is replaced with a text 
screen indicating the name of the cur- 
rent location, visible objects, inventory 
and the command as it's being typed in. 
Hit return and the results of your com- 
mand fill the screen with the appropriate 
new picture. 

Up to seven games can be saved to the 
game disk, and a list of coded clues is 
included. If you're tired of adventures 
set in "days of yore" and outer space, 
The Institute offers a refreshing change 
of scenario. 

Screenplay, for Apple, Atari and Com- 
modore 64 

SUMMER Games 6+ 

Simulate the real Olympics at home! 
Compete in the Pole Vault, Diving, 400- 


Meter Relay, 100-Meter Dash, Gymnas- 
tics, Skeet Shooting, Freestyle Swim- 
ming Relay and 100-Meter Freestyle. 
Inlike similar games such as Activision's 
Decathlon and the arcade game TYack 
mid Field, Summer Games requires more 
mental work than physical exertion. You 
only have to jiggle the joystick back and 
forth like a maniac for the 100-Meter 
Dash. All the other events demand sub- 
tle timing and joystick movement. In the 
Diving competition, for instance, your 
diver takes a 30-fwt leap and you con- 
trol body position and rotation speed in 
an effort to hit the water vertically. The 
400-Meter Relay is a delicate intellectual 
challenge, while Skeet Shooting is a very 
good eye/hand contest. 

Summer G^mes attempts to duplicate 
the real Olympics, right down to the 
opening ceremonies (a runner lights the 
torch and doves fly away). You can rep- 
resent any of 17 nations, and all their 
flags and national anthems are in the 
program. Up to eight players can com- 
pete, with points accumulated through- 
out the Games. After each event and at 
the end, the winner's flag is displayed 
and national anthem played. The 
graphics are colorful and detailed, amaz- 
ing considering how much was packed in 
this program. 

Epyx, for €-64 


Get ready for another adventure with 
that tantalizing toad, Frogger fans! 
Froggerll continues thejourney with a 
three-screen adventure that makes the 
original look like kid stuff. There is so 
much complexity here it would be impos- 
sible to describe all the game's nuances. 
Screen I takes Froggy underwater. As in 
the original, he avoids obstacles in an 
attempt to reach his home. But now 
there are bubbles worth bonus points 
and Joe, the diving turtle, who will give 
Frogger a ride for free. Screen 11 brings 
your frog to the surface. Here, a mama 
duck will give Frogger a ride to the next 

screen if he's nic-e to her offspring. 
Finally, Screen III takes Frogger up to 
the wild blue yonder. This screen is the 
most interesting and varied of the three. 
Here Frogger can eat butterflies and 
float on clouds. 

Froggerll features outstanding car- 
toony graphics and a catchy theme song. 
Gone is the continuous musical score, 
but it's hardly missed. Parker is also 
releasing an edition for the VCS, but 
without the outstanding graphics the 
enchantment of the game is, 

I'Hrker Brothers, tor AVdvi computers 


Cabbage PATCH KIDS 0+ 

Since Coleco owns the rights to the 
Cabbage Patch dolls, it was only a mat- 
ter of time until they were featured in a 
computer game. The plot here is simple. 
Anna Lee, one of the kids, is taking a 
stroll through the park. But with every 
step there's another obstacle.. 

Cabbage Patch Kids shares much in 
common with Coleco 'sii'/nur/' game. The 
target audience Is again young children 
(primarily girLs) and the action is slow- 
paced. But Coleco has learned from their 
mistakes. Unlike the .S/»tjr/' game, this 
contest features more than 50 screens. 
The designers have also added a little 
more challenge. You'll find yourself 
swinging on vines, bouncing on trampo- 
lines and Jumping over everything from 
fountains to campfires. 

Coleco, for Adam/ColecoVision 

hands. As time ticks away, you your 
defenses (subs, interceptor jets, ABM's, 
satellites) to protect the United States. 
By pressing one of six keypad buttons, 
you get a closeup view of a section of the 
U.S. Next, select an appropriate 
defense, fire, and rush to another 
vulnerable location. 

The action is nonstop. But don't 
expect to pick up your joystick and 
immediately .save the world. This game 
takes hours of practice. You utilize ten 
buttons, two fire buttons and the control 
htick. You'll Ihidyoinself i:on.stantl,\ 
pressing t)utlons and twisting the control 
stick a?* you jump around the nation. As 
a result of this complexity, we only rec- 
ommend War (hum's for people who are 
12 or older. The graphics and sound 
effects are teirific, but the play action is 
the real star. 

Coivco. for Adam/ColecoVision 

WAR Games a 

The fate of the free world is m your 


S|i(Mts fans will not be disapiwinted. In 
an attempt to capture as much realism as 
possible, the designers have taken the 
Super Action Controller and utilized 
every button and knob to give you excep- 
tional control. On offense, you go to the 
huddle and set a blocking pattern for 
your linemen. Next, determine your 
receivers' pass patterns and the direc- 
tion, speed and distance of your 
flanker's run. Once your plays have been 
set, your men will run them automati- 
cally. Your quarterback, halfback and 
fullback are controlled by the four color- 
coded action buttons. You can increa,se 
their running speed by spinning the 
speed roller. On defense, you can blitx 
left or right. If all of this is a bit much 
for you, .skip the decision-making and 
the computer w ill set up a play. The 
cartridge comes with a play book. 

The graphics are very gwid and they 
feature a scoreboard that flashes mes- 
sages. The sound effects are better than 
Super Action Baseball. It's the extra 
touches that make Super Action Football 
such a winner. 

Coieco, for Adam/CoIecoVision 





ByDr, Raymond Dimetrosky 

Bumblebee teaches "the 
basic principles of program- 
ming." The object is to fly Bart 
the bee from flower to flower in 
an attempt to collect pollen. 
Once you've achieved your 
goal, you speed on back to your 
hive to collect bonus points for 
fast performance. There are the 
usual computer menaces: Phi- 
neas the frog would like to eat 
you, and Olga the spider would 
just love to catch you in her 
web. Since there are ten levels 
of play, Bumblebee can offer 
varyingdegrees of challenge. So 
where does the education come 
in? Well, that depends on which 
game you choose. You see, there 
are actually two different con- 
tests in Bumblebee. The "joy- 
stick game'* is not the least bit 
educational, nor is it meant to 
be. You simply gather the pollen 
by using your joystick to fly the 
bee around. This version of 
Bumblebee is hardly thrilling, 
and with the exception of young 
children, the gamer may 
quickly become bored. The 
"programmed game " is another 
slory entirely. Here you must 
use the keyboard to type in 
instructions and then you com- 
mand him to can-y them out. 
You are instructed in the man- 
ual on how to use the three 
major commands. With the 
direction command you deter- 
mine whether your bee travels 
north, south, east or west, and 
how far in each direction. The 
"if safe" command allows vou 

to protect Bart. Now Bart will 
only move in a direction if he is 
guaranteed not to run into a 
natural enemy Finally, the loop 
command allows Bart to repeat 
his maneuvers. 

The instruction manual is 
very important in Bumblebee 
because it teaches the com- 
mands that are necessary to run 
the program. Fortunately, it is 
clearly and concisely written. 
The screen is attractive, featur- 
ing good colorful graphics on 
the left side, and a white area 
showing the commands on the 
right side. 

Creative Software, for 
Commodore 64 

Educational Value: B 

Entertainment Value: C + 

Webster: The Word Game 

The instruction manual for 
Webster describes the program 
as providing "excitement, fun 
and learning." They've hit the 
mark with the word fun, but the 
excitement and learning never 
really happen. An incomplete 
word appears at the top of your 
screen while the alphabet sits 
on the bottom. Your job is to 
move a hand across the alpha- 
bet in order to select the letters 
that complete the word. While 
you're doing this, the word 
gradually falls down the screen. 
If it hits bottom before you've 
completed it, you're out of 
luck. It's fun to play the game, 
but it never quite reaches its 

Webster supposedly teaches 
spelling, vocabulary develop- 
ment and recognition of pat- 
terns in the language. It is hard 
to imagine how the child is 
developing his or her vocabu- 
lar>' since there are never any 
definitions of the words! Learn- 
ing vocabulary is not simply rec- 
ognizing a word, but also deter- 
mining what it means. The 
program comes closer to suc- 
ceeding in teaching spelling. 
The trouble is that some of the 
words fall so quickly that you 
barely have time to decide 
which letters are missing and 
search for them. Instead, you'll 
probably find yourself franti- 
cally moving up and down the 
alphabet hitting letter after let- 
ter. Your eye-hand coordination 

is really the important factor 
here, not your spelling abihty. It 
might have been a better idea to 
Include a variation that allows 
you limited guesses. This ver- 
sion would not have been as 
much fun, but It would have 
changed the emphasis from 
speed to spelling. To Webster's 
credit, it probably does help the 
child to recognize the patterns 
of our language, There are over 
700 different words to choose 
frojji-at seven skill levels, there- 
fore many family members can 
be challenged, You can also play 
with joystick or keyboard. 

CBS Software, for Apple, 
IBM PC, PCjr, Commodore 
64, and Atari computers 
Educational Value; C- 
Entertainment Value; B 

In Bumblebee, you Hy Bart the bee from flower to flower in an 
attempt to collect pollen and teach yov simple programming. 
Webster: The Word Game works on vocabufary skills. 


f f 


At first glance, they look like funny 
creatures right out of a computer game 
shoot 'em up. But underneath the funny 
surface, they represent one of the most 
serious approaches to home education 
you've ever heard of 

These amazing teachers are 
called Tink and Tonk. They come from 
Sprout. Software for kids 4 to 8. 

The beauty of Sprout is how we 
balance entertainment with a healthy 
dose of education. 

While kids are having fun at home, 
they're reinforcing what they've learned 
at school. Things like the alphabet, spell- 


ing, vocabulary, counting, adding, and 
pattern recognition, 

You'll also like how Sprout prevents 
boredom. Our games grow up, instead 
of wear out. As kids get older; the game 
gets harder— with many variations 
and many decisions to 

Sprout didn't 
learn how to do all this 
overnight. You see, 
we've got a hundred 
years of experience to 
lean on. (Our parent 
company is SEN, 
the country's #1 text- '" 
txK3k publisher for ^ 

elementary and high schools.) 

We've also got the experience of 
Mercer Mayer who has written or illus- 
trated 80 children's books. He dazzles 
kids with ideas and pictures that keep 
them coming back for more. 

So let TINK!TONK!"software teach 
your kids. And when they play at the 
computef; they won't be playing around. 
They'll be learning something- 




Games that grow up. 
Instead of wear out. 

Compatitjle Wild AjsirCo'iimDOO'eT Apple' ana iBM* 

TINKTONKi charadefs © 1983 TINK TOWK, Inc All ngnts reservM TINKTONK' s a tradema* ot TINK TONK, Inc Sproul is DuDhshea Dy Minascape mc . NodhD'OoK, II 60062 


Alice: A unique chess-type game with Alice In Won- 
derland as your piece, and the rest of that crew 
chasing you all over the board. Special "design your 
own expressions on the enemys' faces" feature. 

B. C. 's Quest for Tires: Arcade action at its best as you 
control B. C. in his effort to save his girlfriend from a 
fate worse than having to watch that boring Michael 
Jackson video on MTV over and over and over. . . . 

Deadline: Ifyou haven't heard of this one, you must be 
dead . It 's an all-text adventure in which you play the 
role of detective to solve a murder. (Infocom) 

Enchanter: The first of a trilogy that's like a magical 
version of Zork. Explore an evil magician's castle, 
learn to use your spells and rid the land of black 
magic. All-text, all-fun. (Infocom) 

Enigma: When will this all-text science fiction adven- 
ture game ever be released for any computer? That's 
the only enigma. (Synapse) 

Exodus: Ultima III: If you want to find out how 
engaging a fantasy rote-playing game can be, step 
into the world of Sosaria. Create four-member par- 
ties of wizards and warriors, then track down the 
evil Exodus. Set aside a few months, maybe a year, 
for this one, because there are lots of puzzles to solve 
along the way. (Origin Systems) 

Frogger: The classic arcade game. Also the first con- 
version done using the original specifications from 
Sega. Mouse and keyboard control. (Sierra) 

Infidel: An all-text adventure, Midel drops you off in 
the desert to find and explore a mysterious pyramid 
of a lost Queen of the Nile. (Infocom) 

hode Runner: Fast action and strategy as you dig holes 
and climb ladders while running through a maze to 
round up the gold. Create your own mazes with a 
special option, then put the enemy and treasure 
wherever you want. (Broderbund) 

Master Type: The all-time best typing game, if you're 
not a fan of the Wizard of Id. Type the word correctly 
or get blasted by aUens. (Scarborough) 


• tin- Itf" ■«"■'•■■■"■ 

Uffu cue ui a nvncUiii. 1\ilhs qc> 



Du-ir I'; a mmufinq 

tjou hnu nKMUuni^ iKMSra j 

IImvc vs. a tTH-nnnti^ 

Transy tvonia shows off many of the Mac 's exotk 
features, like the mouse-activated compass rose, a real 
time-saver, and pull-down menus for (hedting inventory 
and saving a game in progress. 

Millionaire: Play the stock market and make a million 
But you won't win in a single session of this 
superb simulation. Based on actual stock market 
trends rather than randomly generated numbers, it's 
as enlightening as it is fun. (Blue Chip) 

Murder by the Dozen: A multi-player murder mystery 
game in which you compete to see who can solve the 
crime first. For those who find Deadline and adven- 
ture games too hard. (CBS Software) 

Music Construction Set: One of the best music pro- 
grams, this one lets you mouse notes around in 
standard musical notation and use the Mac's Cut and 
Paste features, icons and other options as you write 
your own songs in four-part harmony. (Electronic 

Pensate: A strategy board game that is truly original. 
For thinkers only. (Penguin) 

Pinball Construction Set: Play the four games that 
are provided, then design and build your own, drag- 
ging flippers, spinners and other parts from the tool 
box onto a blank pinball machine. No tilt though. 
(Electronic Arts) 

Pianetfall: A laugh -a-minute robot named Floyd fol- 
lows you everywhere in this all-text sci-fi adven- 
ture. If you've never played an Infocom game, 

PlanetfaJfs the best introduction to their mini-uni- 
verses— challenging and fun, but not as difficult as 
the others. (Infocom) 

Project Space Station: Like Pinball Construction, but 
permits you to build your own space station from 
spare parts, then blast off and put it m orbit around 
the earth. (HesWare) 

Run for the Money: A fun business simulation set on 
another planet. Race against the computer or 
another player to amass a fortune. Based on real 
economic theory, so you might even learn some- 
thing. (Scarborough) 

Sargon lU: Simply the best chess game available. 
Built-in chess problems and over 100 classic games of 
the masters for learning purposes. Also lets you play 
another person, save games to disk. (Hayden) 

Seastalker: An all-text adventure designed for 8-13 
year-olds, Seastalker puts you in charge of a mini- 
sub and challenges you to rescue an underwater 
research lab from denizens of the deep. (Infocom) 

Starcross: Explore an alien spaceship that's full of 
strange life forms from around the universe, then 
repair the ship before they— and you— die. 

Suspended: The only all-text adventure in which you 

control the actions of a band of robots, manipulating 
them to put your underground cryogenic bunker 
back together before it's too late. (Infocom) 

The Coveted Mirror: Charming graphic adventure in 
which you must collect the missing piece of a magic 
mirror to break the evil rule of King Voar. Not too 
difficult and lots of fun . (Penguin) 

The Quest: Sprawling graphic adventure with too 
many different scenes to count. Your mission? Stop 
that dragon!! (Penguin) 

Tr&nsylvania: Graphic adventure with excellent puz- 
zles and clever plot. Been kicking around for years, 
but still one of the best. Mouse and other features are 
supported, but no Cut and Paste. (Penguin) 

Uitima 11: A role-playing game that resembles the film 
Time Bandits in some respects. You control a single 
character who must fight ores, wizards and other 
fiends before finally tracking down Minax, the ulti- 
mate menace. (Sierra) 

Witness: Set in 1938 Los Angeles, this Raymond 
Chandleresque mystery defies you to solve a murder 
that takes place while you're talking to the victim. 
All-text, and not as difficult as Deadline. (Infocom) 

Wizardry: One of the original epic role-playing games, 
this one is being rewritten top to bottom to take 
advantage of every unique feature of the Mac. Look 
for it in 1985, or maybe by Christmas. (Sir-Tfech) 

Wiz Type: An educational game featuring Johnny 
Hart's lively character from the Wizard of Id comic 
strip. (Sierra) 

Xypbas: This fantasy role-playmg game differs from 
most in that it consists of six progressively tougher 
scenarios instead of a single overall plot. Each last 
3-12 hours and casts you in the role of Fighter or 
Spellcaster in the enchanted land of Arroya. 

Zork If II, III: The classic all-text adventure game, 
this trilogy is set in the subterranean world of Zork, 
inhabited by trolls, magicians and other fantastic 
creatures who make life tough as you attempt to 
collect various treasures. (Infocom) 




things he wanted to see in Ballblazer was 
two different vehicles (on the grid at 
cnce)— like Monopoly pieces. You know, 
I'm the shoe, you're the dog," he laughs, 
"Well, that didn't happen. My opinion 
was: This is a sport and the two contest- 
ants should have evenly matched equip- 
ment so that the ship itself doesn't make 
a difference. When the time came to 
show him the game with two similar 
ships, he said: 'So both ships are the 
same.' And 1 said: *Yes, both ships are the 
same.' It stopped at that. 1 just assumed if 
he had a serious objection, he would have 
voiced it at the time." 

What's next for this group (which also 
includes the former director of AtariSoft, 
Steve Arnold; an ex-Atari animator. Gar>' 
Winnick; and the team leader for Wil- 
liams' coin-op Sinistar, Noah Falstein)? 
Peter Langston outlines three areas of 

"We're going to do some more things 
with home games; there are a lot more 
interesting possibilities there. We're 
thinking about what we might do with an 
arcade game. We're also thinking about 
some longer-range goals— things that are 
perhaps more environmental, things that 
add to the social interaction aspect of 
games, things that have some kind of 
lasting value in areas other than enter- 

You mean no 5far Wars games, I ask 
incredulously "I don't think we could 
afford the licensing fees. . .seriously. It's 
not that we'd have to pay them, it's just 
that they [Lucasfilm licensingl couldn't 
charge them to someone else, 

"Let's take an easy example," Lang- 
ston continues. "If we put out Indiana 
Jones games, then our licensing depart- 
ment can't sell the exclusive rights to, 
say, Sega. Even so, our feeling from the 
beginning was: Why not create our own 
characters and not piggyback on George's 

"Fractulus feels a lot like the Star Wars 
movies," Dave Levine says. "But you 
don't need the same characters to give 
that same kind of feeling, especially 
when you have the Lucasfilm name on 
the game." 

Could Rescue from Fractaius become 
the first movie based on a computer 
game? Levine smiles. "You want to 
finance it?" .^^ 



campaign period, when the winner of 

that state is determined. The flag is made 
up of little people— constituents— whom 
you try to collect while avoiding collisions 
with issues (represented by numbers) 
with which you disagree. 

Finally, the election takes place, 
tallying up the electoral votes each player 
won during the state campaign periods. A 
bit of reality slips into the game here as 
different slates deliver different numbers 
of delegates in proportion, in fact, to the 
number they would deliver in reality. The 
game is cute, but lacks the sophistication 
of the games previously mentioned. 

There are bound to be some who find 
U.S. national politics child's play. So, 
what does one do after becoming 
President? Computers have an answer to 
this one, too: take on the world. 
GeopoHtique 1990 (Apple II line) pits one 
player as the U.S. against the computer as 
the U.S.S.R. This is a game that could 
only be fun on a computer (which will 
untiringly keep track of more factors than 
most humans can or want to). The game 
uses seven scenarios, ranging from the 
current political situation to one which 
finds the two superpowers on the brink of 

As the game begins, each power sets 
its goal priorities, choosing among 
economic, political and national security 
objectives. The first power to attain these 
goals wins, unless one countrj' declares 
war, in which case the one who wins the 
war (a second part of the game with its 
own set of rules) wins the game. Each 
year has several phases, including 
strategic, economic, political. militar>' 
and negiotiation phases. The player must 
worry about allocating the U.S. industrial 
capacity to raw materials and secondary 
goods, maintaining the military, the level 
of world tension, the likelihood of the 
U.S.S.R. declaring war and negotiating 
with minor countries to gain more power 
and influence. 

This is not an easy game to play, nor is 
it quick— it can take hours and hours to 
complete. One thing it is: humbling. 
Anyone who thinks running for President 
is easy should have a go at this one. There 
are so many factors to consider, you find 
yourself wishing you were a computer. 

With all this software out covering 
every angle of the political process— and 
more sure to emerge before the year's end 
—the computer is showing its colors 
as the political machine it really is. ^^ 



B— lb hit Borf with the cudgel. 

R— To avoid getting hit back. 

B— lb take another swing at Borf. 

B— When Ace lands on his back, near 

the edge of the platform , 

U— To jump over Borf's cudgel. Then, 

when Ace lands , . . 

D— To duck under Borf's cudgel. After a 

quick shotof Kimmy. . , 

B— To hit Borf, but Ace gels kicked and 

the weapon flies out of Ace's hand. 

R— To retrieve the cudgel. 

U— Tb run past Borf. 

Now, though it looks as if you should 
be making a few moves, simply wait 
until after Kimmy warns Ace about the 
Infanto Rays and Ace throws his cudgel 

U— To make Ace jump up onto Borfs 

L— When the rope on the left flashes. 
(Ace will land on the round platform 
with Kimmy, and it will begin to float 

R— To leap off of the platform as it's 
about to sink into the fire. (Ace will then 
be surrounded by the little henchmen 

B— To pick up the nearby cudgel. 
B— As soon as Ace touches the cudgel. 
L— To leap across to the left side, and 

R— To avoid getting blasted by the 
Infanto Ray. (It will hit the henchmen 

R— Again, to avoid getting hit. 
R— One last time to avoid the Infanto 

L— Finally by moving a large square 
mirror into the line of fire, (Ace reflects 
the ray back at Borf and gives him a 
taste of his own medicine,) 

And there you have it. A 93-move 
solution to Space Ace that will amaze 
your friends. Since the precise timing 
varies slightly from machine to machine, 
simply knowing the correct moves won't 
guarantee a perfect game. Ninety 
percent of the battle is knowing the next 
danger before it appears, and the action 
you're going to take. It should also be 
noted that occasionally a screen will be 
reversed. Familiarity with the sceens 
and common sense will usually indicate 
the correct direction. For example, 
when Dexter lands on the motorcycle, 
it's only natural to move in the direction 
the bike's facing, regardless of whether 
that's left or right. ^^ 

There is no single solution to Space 
Ace. If you have discovered something 
we missed, please send it to us. 


We challenge anyone to name another 
nnagazine that delivers mone accurate, 
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con-iputer games than Computer 
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(Broderbund, for Apple, 


(Synapse Jof Atari) 

games have long been the most popular. Now that trend seems to be shifting in favor of 
games that promote more socially responsible goals. Pac-Man, with its emphasis on 
acquisition rather than destruction, was an early example. A more recent one is ChopMter. 
Choplifteris a helicopter rescue game with a social conscience. The scenario, though a 
bit silly, should appeal to the humanistic side of even the most violence-crazed gamer: 64 

hostages are being held behind enemy approach, they wave frantically and 
lines by the Bungeling Empire. As the scurry toward the chopper with what 

chopper pilot, your mission is to rescue looks like genuine fear. A cute touch: 

as many of these prisoners as possible, 
while sidestepping the defenses. 

The game's most unique aspect is its 
scoring system. A perfect score can only 
be achieved by transporting all 64 hos- 
tages to safety. Because of this novel sys- 
tem, players must unlearn the strategies 
of other computer games. Although your 
chopper can shoot the various Bungeling 
war machines, some of the hostages may 
be killed in the fighting. No points are 
given for any offensive action— be it 
successful or not. Your success is 
measured only in terms of how many 
hostages you bring to safety. 

This noble activity might have been as 
popular as giving blood had it not been 
for the fact that Choplifter is great fun to 
play and also boasts some of the finest 
graphics and animation I have ever seen. 
The helicopter looks authentic and 
responds even more realistically. It 
bounces upon landing and pitches with 
changes in speed. As you fly, the play- 
field scrolls along smoothly. The iios- 
tages are particularly lifelike. -As you 

rescued hostages give a "so long" salute 
upon exiting the helicopter. 

The game does have a few drawbacks. 
There are no skill levels— C/iopMer 
starts out tough and gets tougher. 
Although it is far from impossible at 
first, Choplifter can be a frustrating 
experience. This problem is further com- 
pounded by a few inconsistencies 
encountered later in the game. The most 
annoying— and baffling- is the unex- 
plained expertise of the Bungeling jet 
pilots. Their ships can fly in tighter cir- 
cles than your chopper can, making 
them hard to hit or avoid. 

Although it only partially maintains 
Choplifter's nonviolent attitude. Ft. 
Apocalypse stii\ has its heart in the right 
place. Rescuing hostages is a big part of 
the game, though reducing the fort to a 
puddle of slag is your primary objective. 

The game begins at ground level. After 
refueling, you must locate and blast 
through one of the access doors that lead 
to the Draconian level. While maneuver- 
ing through the caves in search of hos- 

tages, you must blast through impact 
shields, shoot down Robo-Choppers and 
Self-Propel led Mines, and keep one step 
ahead of deadly moving walls. 

Success leads into the Krystalline 
Caves in search of eight more hostages. 
Find them and it's on to Ft. Apocalypse 
itself, where one well-aimed missile 
brings it to the ground. To complete the 
mission, you must jet back through two 
set,s of tunnels, both brimming over with 
angry Kralthan war machines. 

For pure action, nothing out there can 
touch this game. It's fast, fun and most 
important, it changes as you progress 
from level to level. Still, some quirks 
exist and, as in Choplifter. they concern 
the handling of your chopper. Maybe my 
joystick is to blame, but the chopper 
responds too well in some instances. 
When above ground, this is a blessing, 
but a hastily executed maneuver in the 
caves almost always spells disaster. And 
it is nearly impossible to keep the chop- 
per's nose facing you while moving. This 
maneuver is a snap in Choplifter. 

My advice is to buy both— one for 
when you're feeling nice, the other for 
when you're out for blood. 




(Micro Prose, (or Atori and C-64 ) 


(SuUogic, for Apple, Atari, C-64) 

lone defender sending hordes of invading lizards to meet their scaley maker. Others might 
think of something along the lines of Solo Flight or Flight Simulator IL Personally, I wish 
there were more programs like these. Not only do they entertain, but they teach skills that 
may be of some value one day. One never knows when one might discover a true interest 
in flying. Hours logged on either of these simulators would then prove helpful indeed. Still, 

drawbacks exist and the most serious (15 pages). While busily monitoring tlie army of iliglit 

problem with both Solo Flight and F.S. II is One quick reading of either instruction contmLs, you must also keep an eye peeled 

one common to any simulation— in this booklet should give you sufficient know- for enemy aces and targets, ranging from 

case, the job of flying is successfully 
ii^ireateid without imparting any of the 
j(jys of flight. 

Your mission in both games is to take 
off from one airport and land safely at 
another. But one look at either display 
screen lets you know that this isn't as easy 
as it sounds. Nothing is omitted in F.S. II. 
The panel has 4S different indicators, 
gauges, hghts and knobs. Soio Flight's 
dashboard, while less busy, is stilt 
complex, with 1-5 to 20 gauges and 
indicators. TVying to familiarize yourself 
with the controls through trial and error is 
likely to produce a runway crash, 

Faced with this confusing state of 
affairs, your only resort is to carefully 
wade through the instructions. 
Documentation, in both cases, covers the 
basics of flying and the operation of the 
controls. The instructions for F.S. II weigh 
in at a staggering 88 pages. A second 
booklet, "Fliglit Pliysicj; & Aircraft Control 
with an Intrmliiction to Aerobatics," is also 
included. The Solo Flight manual is more 
to the point and, thankfully, a lot shorter 

how to get airborne. Staying there is 
another matter. Unless you ei\joy 
performing kajnikaze imitations, you must 
execute control corrections constantly. The 
most difficult manuever in both 
simulations— landing— is particularly 
tough, especially if you insist on staying in 
one piece. 

The biggest difference between the two 
seems to be their perspective. In Solo 
Flight, you view yoiir plane from behind— 
a unique perversion of first- aiid third- 
person perspectives. Though this detracts 
slightly from the game's reahsni, it should 
aid the beginner, .simply bec^ause you can 
readily see how contiol acljustments affect 
the position and altitude of the plane. F.S. 
II, meanwhile, ofi"ers many views, all of 
which are from the cockpit. By pressing 
the appropriate keys, you can call up 
front, real' or any conciliation of side 
views, as well as a three-dimensional 
radar view that is particularly useful 
during tlie World War 1 bombing game. 
This bombing simulation may well be the 
toughest coniputer game ever devised. 

factories to enemy airports . 

Both simulations bank lieavily on 
reahsm, and it is here that F.S. II 
outclasses 5o/c> Flight. Included on disk are 
four urban scenarios (Los Angeles, 
Chicago, Seattle, New York/Boston) with a 
total of 80 airports, conipai'ed with Solo 
Fligl\t\ thn*e state maps (Kansas, 
Colorado and Washington/Oregon) and 21 
aiiport.s. F.S. II alwt offers an edit<>r m*Kle 
in which the user can custom set any 
number of 40 flight parametei-s. Finally, 
F.S. II boasts an additional 16K worth of 
features that are automatically loaded into 
systems expanded to (AK. 

If you, like most people, seek 
immediate gratification from computer 
game>, you would be wise to look 
elsewhere. (Blue Max, perhaps). Both 
Solo Flight and Flight Simulator II are a lot 
of work. Like a dancing bear, these 
simulators are interesting novelties, but 
not necessarily ones you would be 
desperate to own. Only for the enduiing 
and patient. 

Bv Michael Blaiichet 

CoNVERsfoN Capsules 



(VIC-20) Even the advanced level of 
this cart is a breeze. There are no road 
signs to smash into and the road barely 
curves. Just one track. The explosions 
when you crash don't make it. Not 
recommended. (Atarisoft) 


(Atari computer) A slightly more 
graphically embellished version of the 
popular cartoony VCS game. It's fun 
here too, but lacks the depth of 
MicroLab's similar The Heist. Keystone 
is best for children. (Activision) 

The Dreadnaught Fagor 

(Atari computer) This version looks 
identical to the 5200 adaptation. But 
there's one colossal weakness here. The 
same fire button is used for lasers and 
bombs! (You press it once for lasers and 
three times to drop bombs.) It is 
impossible to quickly drop your bombs, 
and the game is slowed down consider- 
ably. (Activision) 


(ColecoVision/Adam) Threshold looks 
like a poor man's Demon Attack.The 
graphics are inferior and this concept is 
a tired one. (Sierra) 


(ColecoVision/Adam) The play action 
here is similar to other adaptations, so 
the terrific flavor of the game remains. 
For some re^on, though, the playfield 
has been greatly reduced, It now barely 
fills half the screen. You need a magni- 
fying glass to play this one. (Coleco) 


(.A.dam) This jazzed-up version of the 
ColecoVision hit looks even more like the 
arcade original. The game now has that 
great opening, intermissions and a 
chance for high scorers to record their 
names for posterity. Donkey Kong Is far 
more lively here, He pounds his chest, 
throws barrels that drop straight at you, 
and his girlfriend calls out for help. 

Keystone Kapers (Afari VCS) 


(IBM PC) Not as good as the arcade 
version, but kind of fun. The graphics 
are interesting, the game is very fast and 
demanding, and the satisfaction of 
saving mankind from the deadly 
Robotrons is unbounded. The same 
comments as above regarding the use of 
the joystick— it is much better than the 
keyboard control. (Atarisoft) 


(IBM PC) A vast and extensive game 
that truly puts you in another univeree. 
This is a role-playing game that takes 
many hours to complete, and one that 
you can get lost in. You create your own 
characters and then stand by helplessly 
and see them die due to your own stupid 
mistakes. The game is engrossing and 
enjoyable. Hint— talk to the clerk at the 
Hotel California. (Sierra) 


(Atari 1)200) Virtually identical to the 
excellent Atari computer version, except 
for a very slight increase in speed. The 
5200 joysticks take some getting used to 

—if you don't center the stick each time, 
your man goes walking off into the 
Grunts. Great game, though. (Atari) 


(C-64) Slightly better graphics than 
the Apple version, and slightly harder. 
Still, in general, it's awful. The game 
gives you a lot, but it's all bad. Buy Ms. 
PaC'Man instead. (Atarisoft) 

MOON Patrol 

(C-64) Very good shoot-'em-up in 
which you must shoot rolling rocks and 
tanks, jump over pits and wipe out 
saucers. The game unfolds from point A 
to Z, with a new predicament at each 
letter. You can continue where the last 
game left off, as in Vanguard. The 
thinking man's killing game. (Atarisoft) 


(IBM PC) The IBM version oiPac-Man 
is as good as the one for the Atari f)200. 
It also suffers from the same limitations. 
The detail on the characters is a bit 
fuzzy, the controls are a bit soft, and the 
maze is a bit limiting. This is not up to 



KeystoM Kaptn (Atari computtrs) 




Pole Posilion (Commodora VK-20} 

Po/« Position (Atari cemputon) 

Zoxxott (Commodoro 64} 

the arcade version, but we already knew 
that. It is certainly an enjoyable 
substitute. (Atarlsoft) 


PM PC) This game offers the option 
of controlling it by keyboard or joystick. 
If at all possible, use a joystick. The 
keyboard is not properly laid out for the 
quick decisive moves necessary to help 
the humanoid race survive. The action is 

Zaxxen (Adam/ColatoVishti) 

very fast on this game, but it becomes 
boring after a short time. (Atarisoft) 

OIL'S Well 

(Apple) The dot-gobbler that won our 
Golden Floppy Award for Best Maze 
Game of the Year. You joystick an oil drill 
down through several levels on each 
screen, dodging "oozies" all the way. 
Best mazer since Pac-Man, and a 
perfect, colorful translation. (Sierra) 

Mr. cool 

(PCjr) About a hundred times slower 
than the Atari computer version. A PCjr 
owner will have to be climbing the walls 
for a Q'Bert clone fix before buying this. 

Jungle hunt 

(Apple) It was a lousy arcade game, It 
was a lousy VCS game, and now it's a 
lousy computer game. The graphics and 
sound are equally terrible and the play 
action is boring. Strictly for kids, 
especially dumb ones. (Atarisoft) 


(C-64) Spectacular. Incredible. We 
love this game, An almost perfect 
duplication of the most popular arcade 
game in the world. Intermissions 
included. You can start out on any of 
four mazes. Great sound. If you don't 
buy this game, you've got problems. 

POLE Position 

(C-64) Adequate, but they could have 
done better. The road sort of squiggles 
around the corners. Blocky video 
images. Wimped-out explosions, 
Joystick control is slightly slow. No 
street signs, no arrows, Four race 
courses. (Atarisoft) 


(C-64) Nearly identical to Sierra's 
excellent Oil's Well. The sound is better 
here, but Oil's Well gets the nod for 
graphics and gameplay. In Ardy. the 
maze doesn't change much from level to 
level. Fun,butnotasmuc/jfun. 

One ON One 

(C-t)4) Same great basketball game as 
the Apple version (no faster), with a 
jazzy ragtime demo soundtrack. You can 
even slam-dunk and shatter the 
backboard. Better as a two-player game. 
When you play the computer, it keeps 
stealing the ball and it never misses. 
(Electronic Arts) 


(Adam) As in Donkey Kong, this 
supergame adaptation (on cassette) 
simply takes the Coleco Vision cartridge 
and adds some extras. This version may 
be the best one yet. (Coleco) 



Due to Swap Shop's overwhelming 
response f and even though we Ve doubled the 
number of pages, it's become impossible to 
Gt them ail in. That's why we're compelled 
to now charge $5 for ads^ to ensure that 
people who most want to swap will get to see 
their ads in print 

For Sale. V(C-20 with Datasette, 16K 
Cardco expansion and Commodore Joy- 
8tick-S125. Tfemple of Apshal, $19. 
Blftck Castle, S15, Grave Bobbers, 
CIO, Dungeons of Death, $17. Or 
everything, plus many other games, for 
1170. Write Richard Barbarini, 19 Wil- 
liam St. Mount Vernon, NY. 

Atlenllon TRS-80 owners! Wanted: 
TRS-80 carts. Would especially like 
Typing Tutor. If you would like to sell 
TRS-80 carts, send list of carts you 
would sell and price to Jacob Schoenby. 
801 E. Burton St., M'bororo, TN 37130. 

For sale: Colecovlslon (Donkey Kong 
Included), S85. Zaxxon, Carnival, 
Ventnre, Mousetrap. Smnrf, CoBinic 
Avenger: 820 each. VCS adapter (Plt- 
M\ Included) $45, All prices are flexi- 
ble! Write to Eric Gershik, 2343 Bal- 
chelderSt., Brooklyn, NY 11229, 

Have a TI 99/4A? If so, you may buy 
Make Music, a program that allows 
you to easily make your own music. 
Make Music lets you edit, save and load 
your music. (And much more!) Also 
available is Video Jackpot, a casino 
slot machine game program. It has 
excellent graphics and sound, is very, 
very easy to play, and has lots and lots of 
features. Prices: Make Music in Basic j 
on cassette, $1-99. Video Jackpot In ; 
Ex-Basic on cassette, $1.99. Write to 
Lee Broder, 2920 Crabtree.Northbrook, ' 
IL 60062. 

Attention!!! I'm selling my Atari VCS ' 
with Ms. Pac-Man. Frogger and ' 
Jungle Hunt. All in excellent condition 
for only $120. Baker Al-Matsen. 382C i 
Femdaie Ave., Baltimore, MD 21207. | 

Wanted: Commodore 64 software. Any ; 
kind, on disk, tape or cartridge. Also, ■ 
have six VIC-20 carts for sale: Jupiter , 
Lander, Radar Ratrace, Pirate's 
Cove, Poker, Omega Race and Gorf. ' 
All are made by Commodore and the j 
Instructions are included- I'm selling , 
them for $10 each. Write to Steve 
Stepleman, 7 Center Ave,, Norwalk, 
Conn 06851. 

Looking for writers for my user's group. 
Should be owner or user of the Commo- 
dore 64, Articles will be sent through 
the mail. Send your age and something 
about yourself to C.C.U.G.. POB 2116, 
E. Norwalk, Conn. 08852. 

Phaser Patrol, in perfect working 
order Also Communist Mutants from 
Space, Escape h-om the Mindmaster. 
Dragonstomper and Killer Satellites 
—all for the Supercharger Best offers 
accepted, not wanting too much. Write 
to Robert Haag, 2324 E. Austion Way, 
Fresno. CA 93726. 

I'm looking to buy a video game system 
with cartridges, and will consider any 
machine, from Odyssey to the 5200. 
Even VCS, Or Intellevision. Or any- 
thing. Send description of system and 
S.A.S.E. or 25t and I'll get back to you 
with an immediate offer. Charles f^. 
Glllman, 103 Gedney St., Nyack, NY 

Looking for a Commodore 64. Will trade 
my Atari 5200 with Popeye, Dig Dug, 
Pole Position, Centipede and Super 
Breakout for one, or will buy it from 
you. Robbie Moorman, 124 Montgomery 
St., HighiandPark.NJ 08904, 

VCS carts to sell: Superman, Space 
War, Combat, Space Master, X-7, 
Yar's Revenge, Frogger, Stampede, 
Warlords, Atlantis. Final Approach, 
Defender, Raiders of the Lost Ark, 
Star Voyager, Tkc Scan, Vanguard, 
Reactor, Cosmic Ark, Gorf, Aster- 
oids, Laser Blast, Astroblast, 
Breakout, Dodge 'em. Adventure, 
Megamanla, No Escape, Street 
Racer, Canyon Bomber, Star Raiders 
with touch pad. Word Zapper, Foot- 
ball, Slot Racers, Bam Storming, 
Indy 600 with racing paddles, 
Infiltrate, Missile Command, Ber- 
zerk , Pac-Man, Riddle of the Sphinx 
and Space Jockey. Most include 
instructions. $8 each or $200 for all. 
And they all woric! Will trade for Com- 
modore 64 cartridge or disk games, and 
will buy those, too. Charles Engebret- 

son, POB 127, Santa Rita Park, CA 


Will sell my VCS Combat and Circus for 
815. Want to buy cheap: (VCS) Van- 
guard, Raiders of the Lost Ark, any 
of Swordquest series. Realsports 
Basketball and Soccer (Actlvlslon), 
Enduro, Keystone Kapers and 
(Apollo} Raqnetball. Make me an offer 
I can't refuse. Bryan Dukes. 3603 Poto- 
mac Dr., Augusta, GA 30906. 

Colecovlslon, driving module. Atari 
adapter. 10 Coleco games, 10 Atari 
games and two game organizers. The 
games include Miner 204Ber, Ms. Pac- 
Man, Zaxxon, Ibrbo, Looping and 
Donkey Kong Jr. Ever>'thing for $400. 
Send cheek or money order, or contact 
for more information: Edgar Hahm. 7 
Echo Valley Rd, , Salinas. CA 93907. 

TRS-80 Color Computer (16K extended 
color Basic) for sale, With 11 carts (10 
games, 1 typing program). Four tape 
games, a like-new ie^ recorder and 
brand new joysticks. S300 or best offer. 
David Llndall, 15 Oakland Lane, Fair- 
port, NY 14460. 

ColecoVlsion games for sale: Donkey 
Kong Jr., Sub Roc, Zaxxon, Ken 

Uston BlacKJack/Poker, and more. 
For free price lists, write to Mike 
Kobett. 101 S. Mil Burn Circle, Pasa- 
dena. MD 21122. 

Selling over 100 VCS carts! All have 
Instructions, some with original boxes. 
Many recent, unopened. Prices from $5- 
$15. Also will traile some carta for any 
game software for Tl/99 4A. PCjr and 
Commodore 64 computers. Especially 
want computer peripherals. Selling 
carts on a first come, first served basis. 
Send SASE and 25< for complete cata- 
log. Dave Lively. 1440 Candiewood 
Drive, Worthinglon. OH 43085. 

If you have any VCS game for sale, 
please write to Ward Kah, 3043 Edison 
Ave., Jacksonville, PL 32205. 

Attention Apple owners: I'm selling a 
few Apple games, all on disk. Lode 
Runner, Night Mission, Zaxxon, 
Congo, Star Blaster, Canyon 
Climber, Crossfire and Bandits. 
Comes with instructions on game play 
I'm selling them for (5 each. Will also 
trade, but write first in this case. Daniel 
McAtee. 6771 Fountaindale Rd., 
■IbpekB.KS 66614. 

I'm selling Berzerk for 818, or if you 
have Atlantis for the 2600, I'm willing 
to trade. Also have Barnstorming for 
$6 and Sneak 'n' Peek by Vidtec for 
$15 (also VCS), James Donath, fit. 1, 

Box I64A, Rosebud, TX 78670, 

Looking to buy games for Commodore 
64, disk, cassette or cartridge. Espe- 
cially want Blue Max and Plnball Con- 
struction Set. I have a Jupiter Lander 
for $7. Also selling disks or cassettes 
with 10 ten programs for $10.96. Specify 
format and send to Patrick Ray, POB 
370. Cottonport, LA 71327. 

Selling Atari VCS and these carta: Q' 
bert, Air-Sea Battle, Combat, Pac- 
Man, Asteroids, Centipede, Space 
War and Math Gran Prtx. All for SI20. 
Write to Jonathan Bove. 16 Garrison 
Rd., Belmont, MA 02178. y 

For sale: TRS-80 Color Computer 2 Ext. 
BASIC 16K, with two cartridges, dust 
cover, two starter books, three cassette 
games (Rakka-T\i, Bedlam, Pyramid) 
with instructions. Call (517) 787-4920 
and we'll fix a price. 

Wanted: Ibiinels & IVolts and any 
other adventure games, games children 
can play (and other cartridges may be 
acceptable) at a reasonable price. I 
can't find adventure or children's 
games In my area. Will buy most any 
carts of this type. Please contact me 
with cartridge names and prices. Linda 
A, Moser, POB 232, Ciaremont. NC 

For sale: a Sears Super Video Arcade, 
compatible with Intelilvision and plays 
all such games. Also works with all 
Intellivlsion accessories, and comes 
with two controllers. In perfect working 
condition. Six carts included; Dracola, 
Microsurgeon, Blackjack/Poker, 
Space Armada, Star Strike, and 
l^opical TVouhle. Also selling a Cole- 
covlslon with Donkey Kong and Cos- 
mic Avenger carts, Coleco and Sears 
Arcade can be bought together for $200, 
or $100 each. Call or write to Jesse 
Evans, 2136 E, 95th Place, Chicago, IL 

IBM PC with dBasell. Lotus 1-2-3, 
Wordstar and Winchester hard disk 
drive. Will trade for Intellivlsion II with 
Burgertime or Food Fight. Donna Lee, 
888 7th Ave, , 17th floor. NYC 10106, 

VlC-20 games: Visible Solar System, 
Dodge Cars, Home Inventory and 
Mission Impossible. Cassettes and 
caru. Will trade for Choplifter, Crush, 
Crumble and Chomp or Protector n 
(maybe) and one other game, or what- 
ever else you have, Alan Howard, 4121 
N.W. Hodges Rd. , Silver Lake, 66539. 

Have the following VCS carts for sale or 
trade: Missile Command, IHck Shot, 


Jedi Arena and Donkey Kong, Also, 
I'm looking for games for the Tl 99/4A. 
Best offer. Mark Seilhamer, 209 
Hemlock St. , Harrisonburg, VA 22801. 

Want to sell my Carnival and Venture 
for Colecovisior- WiU sell to highest 
bidder, or trade for Popeye, Mr. Do Dr 
Miner 2049, for ColecoVlaion, of 
course. Write to TVavis M. Morrison. 
1725 Stonebrjdge Rd.. Alexandria. VA 

TI 99/4A, Commodore and Pet owners: 
for great graphics and adventure, try 
Wampy World, a diHlcult game in 
which you jump acro.'is logs and cars to 
get Wamp the frog home. If interested, 
send J9.96, check or money order, to 
Steve Wampold, 48 Columbine Rd. , Tbl- 
land. CT 06084. For catalog of other 
games on cassette for TI, Pet, C-64and 
VIC. send S.AS.E. 

1 want U) sell my Gemini system and 
some cans. I've got Enduro, Defender, 
Vanguard. Volleyball. Donkey Kong 
and Mousetrap. System uses VCS carts. 
SI80 for whole package. Jeffrey Brant, 
207 8th St., Jersey City, NJ 07302. 

Apple owners: Interested in a list of 
600+ games for the Apple. Including a 
brief description of each and the manu- 
facturer'-s name? If sti, send SASE and 
50« to Dave Lula, 16829 McKeever St., 
Granada Hills. CA 91344. 

VIC-20 for sale. With 16K expander, 
Draw Poker, Badar Rat Race. Money 
Wars and Tbm Rugg's $19.95 book. 
More Than 32 Programs [or the VIC-20. 
All for $150. Everything's new. RF 
modulator is loose-but U needs no 
repairs. Call Bruce at (212) 748-0539. 

Wanted: people who possess a good sup- 
ply of VIC programs for a trading group , 
For sale or trade, I have Cannon Ball 
Blitz, Seawolf and Avenger. John 

Nichols, 5006 Chambers Drive, Hoff- 
manes, IL 60010. Send SASE. 

For Commodore 64, I have some ^at 
)<ames on disk for trade or sale: Infidel 
(infocom, orig. cost $36 + S8 map and 
hint book). Murder by the Dozen 
(CBS, nrig- cost S33), and Wlxardry 
(Synapse, orlg. cost J35). Will swap for 
Planetfall. Witness, Enchanter, Zork 
III, Frogger (Sierra). Critical Mass. 
Blade of Blackpoole, or Type Attack. 
Eileen Donion. 11 Middle Neck Rd,, 
GreatNeck, NY 11021. 

Want to sell or trade some VCS carts: 
Donkey Kong, Star Raiders, Barn- 
storming, Drag Racing, River Raid, 
Amidar. Raiders of the Lost Ark and 
more. For more information, write 
Scott Davidson, 6310 N. Wabash Dr., 
Kansas City. MO &41I8. 

Wanted: Any Volume One issue of COM- 
PUTER GAMES Magazine. Also ELEC- 
TRONIC GAMES, Volume One. Issue 
One. Please send asking price to Tho- 
mas T. Karlya, Jr., POB 157, 

Brookeville, Maryland 20833. 

For Sale: Atari VCS with over 26 carts. 
Send for list and prices. Also , am selling 
a hand-held Astro Blaster video game. 
It's selling for $20. We can negotiate a 
price for VCS system. Make offer. Write 
to tbrnmy Jandt, POB 6029, Canyon 
Lake, CA 92380. 

Looking to get started In computing? 
I'm selling an Atari 800 computer with a 
Basic programming cartridge. All for 
$275. Computer's only two months old. 
Send a letter to Tom Cavallero, 114 
DarienRd., Howell, NJ0773L 

Atari 5200 games for sale: Oalaxlan 
and Qtx, $20 each or best offer. Or $35 
for both, Both are in good shape. Dave 
Ouano. 952 TYoon Circle. Frankfort, IL 


TRS-80 color computer games for sale or 
swap: Space Assault (cart). Monster 
Maze (can), Bobbatak (cass,). Cen- 
tipede (cass). Planet Invasion 
(ca^s.), Rakka-tu, a text adventure 
(cass.). Pyramid (cats.). Keys of the 
Wizard, another text adventure 
(cass.). All need 16K RAM. All are In 
good condition. Make offer, or will trade 
for Commodore 64 accessories and 
games. Also want 1541 disk drive for C- 
64, Jon Messing, 427 Sugarland Run 
Dr., Sterling, VA 22170. 

I 'm looking for a Commodore 64 with or 
without accessories. If you want to sell, 
write Brad Henke, 315 W, Uth, Grand 
Island. NE 68801. 

For sale: Atari VCS with eight carts, 
including Q*bert and IMckshot, Ask- 
ing 1130, but can negotiate. Will trade 
for Commodore 64. Danny Rlizuto. 630 
E. Chester, Long Beach. NY 11561. 

For sale: one brand new, medium-sized 
dot-matrix printer. Apple, Commodore 
64 and VIC compatible . Cable Included. 
Prints 50 characters per second. And 
it's regular price is $210. Must sell It for 
8150. Jeri7 Vlachos, 42-35 192 St., 
Flushing. NY 11358. 

Atari 5200-$90, Includes Super 
Breakout. Both with original boxes 
i and instructions. 5200 Jungle Hunt 
and Congo carts with boxes and 
instructions, $20 each. Also selling VCS 
with Combat, Pac-Man and E.T. carts 
for $65 or best offer. Damlon IVasada, 

, 987VlliageHd., Pittsburgh, PA 16206. 


Poker and Blackjack for Intellivlslon. 
Picnic Paranoia, Shamas, Microsur- 
geon and Fathom for TI 99/4A. Also 
have other cassette and disk-based 
games for TI and Apple, Will sell or 
trade. Ask for a list and descriptions, 
Chad Rockwell, 943 Beaver St,, 
' Sewickley, PA 16143. 

VCS carts for sale or trade: River Raid. 
$20: Venture. S9: Chopper Command, 
$14; Cosmic Ark, $5; Bermuda IVIan- 
£le, S5: BasketbaU, S5; M Network 

Football, $19; and SUrmaster, $15. 
Games I'll trade for; Pitfall, Enduro, 
Super Cobra and Jungle Hunt. Or let 
me know what you have to trade or sell, 
Calvin Barcllft, Route 3. Box 68. Eliza- 
beth City, NC 27909. 

Custom software written for Apple. 
Please write with specifications for 
software. Include name and address. 
Steve Cameron, Camcom Software, 
Route 14, Denance, OH 43512. 

For sale; VCS wth 13 carts. Including 
Frogger, Donkey Kong, Star Raiders 
and Asteroids. All for S176'$225. Or 
will sell system and games separately. 

Great condition! Cari Hepker, 405 
Radar, Coos Bay. Oregon 97420. 

FOR SALE-Atarl 5200 with 6 
cartridges and spare Joystick, $80. 
(CsrU Include Joust, Pole Position, 
Jungle Hunt, Q'Bert, Buck Rogers, 

and Pac-Man) Atari 26O0 with 15 
games-S50, Vivian Sardlnas, 9441 SW 
4lh St,, 1107, Miami, a 33174. 

For Sale: Star Raiders, Pac-Man, 
Shamus, Krazy Shootout— each $15. 
Eastern Front and I^pple on cassette 
$10 each. All for $60. Also willing tu 
trade. Marc Lawson, 1399 Sombrero 
Dr., Monterey Parte CA 91754. 

If you would like to place an ad in the Swap Shop, 
send your ad along with your name and address 
and $5 to: Swap Shop, Computer Games, 888 7th 
Ave., New York, NY 10106. We will print as many 
ads as fit the page. We accept no responsibility 
after an ad is published. 



Commodore's up, Coleco'sdown, Atari's sideways, and 

some kid in Arizona just broke a billion on Spy Hunter. 

What happened in 1984 ? All the photos, all the news. 


In addition to our regular game reviews, we will print 

the grades for all the games released in the last year. 

Also included will be a look at all the inexpensive 

home computers and a directory with every 

manufacturer's address. 


A close-up look and interview with the folks at 

Electronic Arts, whojumpedinto the computer games 

business this year and stunned us with great games like 

Archon, One On One, and The Seven Cities of Gold. 


What games will we be playing on our computers next 

year? What will be the new computers? The new 

peripherals? It 's all right here. 


Grab your copy on November 20th! (Psssst! There will be 
another one of our free posters inside!) 



\ J 

^ ' 


Send coupon to: 
Atari Screwed Up, 
Computer Games Magazine, 
888 7th Ave., New Yorit, NY 10106 






Rtodtn: Whot othir mogaiints da you nod? 

FIni Prtnt: Thli tonttit void wiiiri prohlblltd by low. Onf tntry ptr 
person. Enfrlfi muit bt rofilvod by 11/5/84. Good luckt 

Hey! Atari screwed up! For some 
reason they have us on their mailing 
list twice! So we received two new 
trokballs, two new Touch tablets with 
4farMr//5f software, two new 
everyfhmgl And since we can't use this 
extra stun, we're giving it to you! Fill 
out the coupon below and send it in. 
We'll picl( one of them randomly and 
send tnat reader the free stuff! Send in 
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Kids everywhere are going ape over Artworx Monkey Series educational 
software! Like all good arcade games, kids just can't stop playing them. 
Which is great, because while they're enjoying the antics of Marc 
the Monkey, they're learning. And growing. 

Three Artworx monkey programs, designed 
by teachers and learning specialists, are available 
to help your child. 

Monkeymath" uses colorful graphics and 
three levels of challenges to give a better under- 
standing of number sequences, addition, sub- ,. , 
traction, multipHcation, and division. Monkeymath 

Monkeynews" uses a newspaper setting to increase your child's 
ability to read and understand by enabling him to actively participate in 
the story, answer questions, check facts and type 
his own headlines. 

For help with spelling and vocabulary, choose 
Monkey builder" . It encourages the child to com- 
bine word pieces correctly to form building blocks, 
and make a tree house for Marc. 

All three programs are more fun than a barrel 
of you-know-whatsl 
All are available for the Commodore 64, Atari, and Apple com- 
puters. All include a FREE Marc the Monkey story and coloring book. 
And they're all the stuff top bananas are made of! 

See them in action wherever soft- 
ware is sold, lb find out more facts, 
send $1.00 for a colorful catalog to: 
Artworx Software Co., Inc. 150 North 
Main Street, Fairport, NY 14450. f 

Or call: 800-828^573. L 

(In New York call: 716-425-2833). Monkeybuiider 

iSSaU j:,'}'' 1-J-F "-T" 

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Monkeyrnath Monkeynews Monkeybuilder 

by Dennis Zander by DenniB Zander by Dean Kindig and Rob Fitter 

Educational Software with a smile. 

AlARISOFL All the hits vour computer is missinz. 

It's showtime. 
Time for ATARISOFT" to 
show you six exciting, brand 
new games that are destined 
for stardom. 

Games that can be played on 
your Conrunodore 64, IBM 
PC and Apple 11. (Some titles 
^available on IBM PCjr, and 
,VIC 20*) 

First, there's Gremlins', 
based on the charac- 
ters from the original 
film presented by 
Steven Spielberg. 
Then there's Crystal 
Castles" where 
' Bentley Bear" journeys 
thix)ugh all sorts of 
I tantalizingly difficult 
"^paths and ramps in his 
endless quest for gems. 

In Donkey Kong Jr.- by 
Nintendo.' Junior tries to 
rescue his father 
against immense 
odds. And speak- f 
ing of Donkey 
Kong, there's also 
Mario Brothers- by 
Nintendo-. This time, 
Mario and his brother 
Luigi battle creatures on 
four levels of floors, en- 
countering all sorts of 
treacherous enemies. 

In Track And Field' you 
can compete by yourself or 

head-to- head with another 
player But each player must 
beat qualifying times, heights 
and distances before they can 
compete in each of the gruel- 
ling six events. 

T)fpo Attack is the much- 
program that 


allows you to enjoy de- 
veloping your typing 
skills at any level. 

And still play- 
ing to the de- 
light of audiences everywhere 
are Pac-Man* Ms. Pac-Mant 
Jungle Hunt,- Battlezone,' 
Donkey Kong; by Nintendo; 
Centipede" and Pole 

So, if you've been searching 
for ways to entertain your 
Commodore, Apple or IBM, 
treat it to one of the best 
shows in town, one of the hits 

And don't forget the 

ATARISOFT products are manuraciured 
by Atari. Inc. for use with vanous compulers 
and video game consoles. ATARISOFT 
products arc nol made, licensed or approved 
by the manufacluTCrts) of those computers 
and video game consoles . 

*Titles available on IBM PCjr, are Ms. 
Pac-Man. Centipede. Donkey Kong. Moon 
PairoF and Typo Attack. Available on the 
VIC 20 is Typo Attack. 

1 © 1984 Wamer Brothers. Inc. ; 2. 
Trademarks and C Nintendo. I9S2. 1983; 3. 
IVademarkofKonami Industry Co., Ltd.. 
O 1983 of Konami. 4. Trademarks of Bally 
Mfg. Co- Sublicensed to Atari, Inc. by 
Namco-Araerica. Inc.; S TYvdcmark and @ 
ofT^ito America Corporation 1982; 6. 
Engineered) and designed by Namco 
Ltd, , manufactured under 
license by Auri. Inc. Trade- 
mark and © Namco 1982; 7. 
Tndcmartt and © Williams 
1982, manufactured under 
license from Williams 
Electronics. Inc.